top of page

SUGAR BLAST

ROLE

System Designer

DESCRIPTION

Sugar blast is a third-person shooter set in an overrun candy factory! Take up your boots and soda-pack as the monkey-mechanic and shoot your way through the waves of robots!

SCROLL DOWN FOR GAMEPLAY TRAILER AND FEATURES

YEAR

2020 - 2021

GENRE

Third person arena shooter

PLATFORM & GAME PAGE

ENGINE USED

Unreal Engine 4

THINGS I LEARNT THIS PROJECT

- Communication and cooperation

- More blueprinting in UE4

- Scrum practices

- Working on large scale systems

- Creating pipeline documents

- Multidisciplinary teamwork

GAMEPLAY TRAILER

SPAWNING SYSTEM

Research + Concept 

Concept spawner.png

The concept was to create a spawning system that created a controllable form of chaos. When researching I found out that the location of enemy spawns is very important to this feeling of getting swarmed. This original loop was set up to explain what a prototype should be able to show.

Initial Prototype

The initial prototype was made to prove that the concept of the spawner could work. It used data tables to decide what enemy type (Color) to spawn. It then looked at the player location and spawned an enemy on the closest spawner available in the area the player is in.

TURRET ENEMY

Research + Concept 

turret concept.png

We discovered midway through our project that we had no static enemies yet. This was mentioned in feedback a couple of times so I took on the task of creating one. Initial research was done and multiple concepts were proposed to the team until we settled on one.

First
Version

The initial prototype was made to prove that the concept of the turret enemy worked. This included logic for a homing missile and a rotating character that faced the player

Second
+
Third
Version

The second and third version contained visual changes which were discussed with Visual Artists, Balancing changes (Fire rate, projectile size, damage, health) and hooking up the enemy to all the UI systems that were in place.

Final Version

For final issues that were fixed I mainly focussed on player feedback. In levels the turret blended in too much and players got frustrated. I sat down with Visual Arts and Audio Design to solve these issues after which the enemy was finished to be shipped with the game.

bottom of page