STEAMRUSH

Single Player Action Combat Boss-Rush. The player faces unique and powerful Bosses in an immersive Steampunk setting.

This was our very first published game.

I Designed & Scripted Boss #1 and #2: This involved finding all the appropriate Skeletal Meshes and associated animations, programming said animations and scripting all behaviors and mechanics withing the engine.

I Scripted the Main Character: as for the bosses, I choose the Skeleton and animations, and scripted all the mechanics associated with the main character, from damage calculation to the sword heating effects.

I designed & scripted level interactions: mainly this involved in scripting the events that controlled the changes in the weather.

I designed & scripted the Tutorial: This was one of the trickiest aspects of the production as the combat system we designed was deceptively complex. I resolved by creating a number of interactions that simulated combat using dynamic actors such as doors to practice using the sword and revolving machines to practice the parry mechanics.

Wrote Script and World Building: The Narrative Design was almost completely done by me, as we did not have a Narrative Designer in the Team. So I came up with Bioshock-inspired Terminals that would deliver much of the narrative. The interesting part about this was making use of AI generated voices to voice the script which most players didn't even notice..

Environment Art: I also had to give quite an input in regards to environment art as our team lost the main artist quite early in the production. My contribution can be seen mostly in the landscape (the large mountain overlooking the map), the outer structure of the second boss' arena, the third boss' arena and the railway station and bridge next to it.