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
PC (Itch.io)
https://buas.itch.io/sugar-blast
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
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
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.