TombBackground.png
TombTitle.png

Tomb

  • Genre: First Person Platformer

  • Duration: 4 weeks

  • Platform: PC

  • Engine: Unreal

  • Team Size: 6

Description

Role

  • Lead Technical Designer

  • Lighting Artist

Responsibilities

Tomb is a single player game inspired by the retro game of Metroid Prime & Titanfall 2. 

You have been chosen to navigate this tomb as part of a ritual, with the mission to reach the top of the pyramid. This challenging game uses several of Titanfall 2's movement mechanics, allowing you to double jump & wall run to overcome challenges. 

  • Technical Design
    Designed all the mechanics in the game, anything that moves and the player can interact with.

  • Rapid prototyping
    Created several prototypes to test out mechanics and create iterations of them to find the perfect fit to the game. 

  • Lights
    Placed all the lights on the levels, ensuring to highlight the path the player is to take. Using a mixture of warm and cold colors it was possible to create variations in the atmosphere.

Development

The Fourth project at Future Games. The communication flowed great and being allowed to do all the technical design to my heart's content, I could produce prototypes in blueprints using visual scripting in cooperation with the level designers. 

Making the interactable we realized that they were the core of our levels, allowing the level designers to design levels around them rather than applying the interactables to a pre-blocked out level. It was challenging creating a game without UI and HUD, so we created an ingame room just for options and settings that can be changed at run time by sliders.


Being responsible for all the technical design and having the trust of the team helped motivate me and allowed me to truly shine in my role as technical designer.

Gallery

Game Design

The Interactable

Started out with the simple function of activating a platform to move. Using visual scripting I created a blueprint that "activates" a different referred blueprint.

Adding glowing material to the interactable that changes the color when it gets' hit, I prototyped around with a timer function on it. Making so you have to shoot x amount of interactables before an individual timer ends on the interactables that got activated.
 

blueprint_Interactable.png
GIF 2021-09-30 22-30-09.gif

The Prototype

The first iteration of the blueprint and the visual scripting. A public bool checks what kind of trigger it is and uses the corresponding script.

The biggest challenge was to solve the timer trigger, have the BP check how many other BP Interactables are added in the array. Then having a timer to check if all the interactables have been shot before x amount of time to give out a success.

The Final Version

While iterating the interactable, several changes had to be made. It can't just be a cube anymore and while the timer function was interesting and usable, none of the game puzzles or mechanics in game needed it. 

I duplicated the old blueprint and made adjustments and started adding arrays and IsValid checks to avoid errors. Each time I created a new mechanic that was going to be activated/deactivated by the interactable, I added another array to the blueprint, making it slightly spaghetty.

GIF 2021-09-30 22-42-38.gif

Zoom and drag (right click)

The Materializing Platform

I saw a cool effect and I wanted it ingame.

In the iteration of new creating mechanics to have ingame, the materializing platform occured to be after looking at what VFX we could use. There is something that is cool about seeing a platform appear/disappear in front of you or under you! 

Spent time adjusting the materialize material instance to work with the material of the floating platform. Adjusted values and made sure we could access it's variables with visual scripting in a blueprint.

GIF 2021-10-01 03-54-48.gif
GIF 2021-10-01 00-27-34.gif

The Prototype Final Version

When I completed the prototype, I created a simple test action block arena, to test out the mechanic and to showcase it to the team. The team loved it and wanted it implemented in game straight away.

Due to the simple way it is made, the blueprint has two box colliders. One to make a platform materialize and the other to dematerialize it. Adjusting the colliders in the scene you could combine them, making so that when you stand on a platform you activate both colliders. Making a new platform appear while the one you are standing on disappears after x amount of time.

Zoom and drag (right click)

Miscellaneous

The Dome

Dome opening when you enter the room, showing the weapon pickup in the middle. I added a collider at the entrance of the room to work as a trigger when the player enters to open the dome. Picking up the weapon triggers two dynamic lights to turn on highlighting the "eyes" on the wall.

Our most primitive platform on a spline, refurbished to be used as a door that opens or closes when the interactable object is shot.

GIF 2021-10-01 02-30-59.gif
GIF 2021-09-15 00-27-19.gif

The Tubeporter

As we are avoiding using UI or HUD, I wanted to come up with a fun way to move between levels. The solution was to put together several frame meshes, making it look both futuristic and like a "tube". I got stuck trying to create the blueprint for it, and as such asked a programmer for aid.

Using my notes and explanation, the programmer could deliver what I asked for. I added then collider triggers for when the player enters and exits the tube. This simple but fun mechanic really lifted up the game's atmosphere!

Reusing The Door Platform

So what happens when you put a door on a 90 degree angle? It becomes a platform! Adding a box collider on it that activates the platform when the player walks on it and you have maximum fun!

Created this short corridor as part of the game's secret area. It's a three step corridor, with an interactable that opens the door to the next step. I placed the last interactable on purpose next to the second door, making most players to miss it and fail.

 

GIF 2021-10-01 03-41-09.gif
GIF 2021-10-01 03-00-27.gif

Wall Running

In cooperation with other designers and a programmer in our team, we designed how the wall running in the game was to be like.

Using Data Assets, we could adjust the variables for the player's wall run without having to check out the player. This allowed for the team to work simultaneously without blocking each other. 
 

The Grappling Hook 

In cooperation with a programmer we designed how the grappling hook should be in the game was to be like. With the help and input of other designers in our team we made an overall design on the limitations that are to be placed on the grappling hook mechanic.

I continuously iterated the mechanic until it would feel perfect. That never happened, so after adjusting the values I was able to get the grappling hook to feel quite decent!

GIF 2021-09-15 01-25-24.gif
TombBackground.png
Overlapping Triangles
TombBackground.png
TombTitle.png

Genre: First Person Platformer, Puzzle
Engine: Unreal
Team Size: 6
Duration: 4 weeks
Platform: PC

Unseen_Screenshot_01_edited.jpg
Unseen_Screenshot_01_edited.jpg
Overlapping Triangles
Unseentitle.png

Genre: First Person, Horror, Puzzle
Engine: Unreal Engine 4
Team Size: 9
Duration: 7 weeks
Platform: PC

ARV_Screenshot_01.png
Overlapping Triangles
ARV_Screenshot_01.png

Arv - The Inheritance

Genre: First Person, Horror, Puzzle
Engine: Unity
Team Size: 3
Duration: 4 weeks
Platform: PC

_edited.jpg
_edited.jpg
Overlapping Triangles

D.A.V.E's Odyssey

Genre: Isometric, Point & Click, Puzzle
Engine: Unity
Team Size: 9
Duration: 4 weeks
Platform: PC

acsentToDecent_edited.jpg
Overlapping Triangles
acsentToDecent_edited.jpg

Ascent
To
Descent

Genre: FPS, Spaceflight
Engine: Unreal Engine 4
Team Size: Solo Project
Duration: 2 weeks
Platform: PC