GAME DESIGN STUDIES
- Marcio Shima
- Sep 23, 2024
- 2 min read
Updated: Sep 23, 2024
These are game design studies in Unreal Engine I made along the GAME DESIGN AND LEVEL DESIGN College at Lasalle.
Shooting, NPC and health system mechanics
Roll
Game design, level and visual programming.
Resources
Characters and animation from mixamo.
Challenges
Make a funcional NPC
Build a health system and an attack system (shooting and melee)
Dead body BP management - bug after it dies.
Solutions
Make a functional NPC
The NPCs worked reasonably, patroling, detecting the player, running after and attacking. Missed a response if it get attacked.
Build a health system and attack system
The health system worked fine and I manage to implement a blood screen for each attack received. The shooting attack was effective and the melee atack was simplified as it was a first person player mechanics, therefore, the NPC attack was solved with collision.
Dead body BP management - bug of dead body
the solution implemented was to make the body disappear, though later I learned the best solution would be switching the NPC BP to a static dead pose BP.
PARKOUR with items
Roll
Game design, level design, visual programming, art direction and environment set.
Resources
Assets modules from marketplace, characters and animation from mixamo
Challenges
Build a parkour with keys
Solutions
Build a parkour with keys
This was a fun project to work with, building the basic key system, checkpoints and data system, but also making moving and temporary platforms.
BUILDING STAIRS MECHANICS

Roll
Game design, level design, visual programming, art direction and environment set.
Resources
Assets modules from marketplace, characters and animation from mixamo
Challenges
Build a casting stair mechanics in a parkour set.
Balance the game.
Solutions
Build a casting stair mechanics in a parkour set
Following the basic parkour made previously, the idea was giving the player the power to generate stairs and go up. The mechanics worked well as each stair was generated related to the player forward vector, therefore each time the character climbed a stair, the new generated stair would be higher, naturally building a stair.
Balance the game There are still a lot to be done to find the right balance of power and puzzle economy. But the basic system of refuelling the stair power balanced with the distance to be run in each part worked fine associated with moving platforms, checkpoints and life gems along the way.