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Cubestorm(2019)

Roles:

Gameplay Scripter

Animator

Level Designer

 

Engine: Unity

Team Size: 2

Duration: 2 Months

Platform: PC

Programming: C#

Overview

The prototype was developed in Unity to investigate how successful merging RPG dungeon crawler mechanics with a retro run and gun fps game would be. During the development of Cubestorm I would work to include data analytics into my design process, iteratively developing the project each week. This project included randomly selected weapon drops, 10 different weapons to find, basic enemy AI and a boss fight with destructible environments.

Towards the end of development I would collaborate with an audio designer who would create the audio for the project.

Gameplay scripting

Scripting Overview:

 

As gameplay Scripter for the project, I worked in Unity using C# to rapidly prototype mechanics. I had to be fast as each week I would conduct testing to gather player analytics to influence my iterative design choices.

Features:

  • Fast paced movement and platforming mechanics
     

  • Weapon switching, picking up, shooting
     

  • Randomly selected weapon drops with varying firing rates, damage and reload speeds.
     

  • Melee, ranged and boss AI
     

  • Destructible environment
     

  • RPG style activated abilities such as bubble shields and ultimate attack abilities

Level Design

Level Design Overview:

 

I designed, built and iterated all the game levels. I would sketch out top down sections of my maps then block them out in engine and play through them to see how they felt to play. They would then be given to testers for analytics which would affect how I iterated the level designs.

Features:

  • Sketched out and built all game levels

  • Iterated levels based on analytics and player testing

  • Built segmented levels to help players compartmentalise 3D spaces faster

  • Encouraged player behaviour in combat through level design

  • Used C# scripting to implement level mechanics

Animation Scripting

Animation Overview:

 

I created animations for the boss and each of the weapons inside the Unity editor in order to streamline my rapid prototyping. 

Features:

  • Created shooting, melee, reloading and boss animations all inside the Unity editor
     

  • Set up animation states
     

  • Blended animations together to create a satisfying gunplay experience
     

  • Used C# scripting to implement animations into gameplay

QA Anaylist

Overview:

 

After getting a playable prototype of the project set up, I would conduct anonymous player testing each week, gathering data though scripts and analysing them in Unity analytics.

Features:

  • Conducted testing of new builds each week
     

  • Collected data in the form of heat maps, shots missed, shot locations, weapon use times, time spent in each section and deaths
     

  • Analysed data to help develop new design strategies
     

  • Handled user data confidentially and anonymously

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