top of page

GAME DESIGN STUDIES

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.



Contact

​Tel Montréal/Canada: +1 4382200125

Brasil: +55 21 992514802​

marciotibana@gmail.com

  • White Facebook Icon
  • White Instagram Icon
  • White LinkedIn Icon
  • White Vimeo Icon

Thanks for submitting!

bottom of page