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Scrap

Role(s): Lead Designer, Programmer

Engine: Unreal Engine 4.12.5

Platform(s): PC

Made in the Fall 2016

Scrap is a top down twin stick shooter set after robot kind rose up against their masters. PUT MORE WORDS HERE. SELL THE GAAAAAAAAMMMMEE!!!!

Lead Designer Duties

I oversaw all elements mechanical elements in the game. I worked with the Creative Director, Lead Programmer, Producer, and Lead Artist to ensure that the design of the game fit with the visual style and world of Scrap as well as fit the scope of our project.

To better communicate my ideas to the art team I drew concept art for the level elements I thought up. It helped our communication and saved a lot of time discussing what I wanted to implement in game. Quick feed back on whether ideas would work or not saved a lot of time when testing new game play ideas.

I oversaw the designs of levels 1 -4 and personally designed and built significant portions of level 1 and 3. I white and grey boxed every section I designed. The design philosophy for level gimmicks was the player was introduced to a gimmick in a simple situation that shows how they work without taking control away from the player. In the following sections the situations become more complex so that players are able to keep control at all times.

 

I also implemented a lot of art assets, mainly clutter, to help out the art team and make sure that all the art assets in level 1 and level 3 were functional within the level design. This helped the art team to achieve more artistically and make the levels feel lived in.

Programmer Duties

I made a significant portion of the environmental game play assets and various level functionalities. The level hazards I created were two types of monster closets, landmines, explosive barrels, crates, shock traps, sniper towers, hazard enablers. I wrote the code that opened the doors when all the enemies in the area were dead. Everything that explodes will fracture into chunks and dissolve before destroying themselves.

 

Explosive Barrel and Landmine

Both explosive barrels and landmines will damage everything in their explosive range when the explode. Landmines will explode if any player or enemy steps on it, while the explosive barrel needs to be damaged with a grenade, melee attack or gun. The explosive barrels assign a random texture assigned to them so they have some visual variety.

Sniper Tower

The sniper towers elevate enemy snipers so that they can get a view of the player from most angles. These will kill the sniper if destroyed.

Shock Traps

Shock traps will damage anything between the two fences. They are setup to turn on other shock traps so designers can build patterns using them.

Hazard Enablers

There are two types of hazards enablers. One is activated by players entering a trigger and the other is activated by damaging it. They both activate hazards.

Monster Closets

There are continuous and spawn on death monster closets. Both will multiply the number of enemies spawned by the number of players. The continuous variety spawn all of the enemies at once, while spawn on death monster closets will only spawn additional enemies after the previously spawned enemy dies. They were built with the ability enable specific behaviors:

1. Set enemies on patrol and set their way points for navigation

2. Whether to spawn an infinite number of enemies

3. The number of initial enemies to spawn

4. How many are currently spawned

5. The health of the monster closet (no longer used, but accessible)

6. The type of enemy to spawn

7. The state to spawn the enemy (Idle, Patrol, or InCombat)

8. Whether to multiply number of enemies spawned by number of players

Misc. Tasks

I wrote the code that saves player's health, weapons, grenades and ammo count every time the player(s) enter a checkpoint. This involves writing the requesite data to the relevant player controller. I also wrote the code that respawns dead players at checkpoints. 

 

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