Kevin Wall
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Untitled Space Shooter
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Contributions

Ship User Interfaces Player Interactivity Enemy Animations Environmental Design
Custom Enemy Models Options Ship Frontal HUD

Team Role: Generalist / Designer

Team Size: 2

Development Time: 1+ Year

Ship User Interfaces (Screens)
  • Designed to immerse players into flying a spaceship in a futuristic setting.
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  • Implementing additional menus made easier due to a list of "points" to look at and programmatically lerp between screens.
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  • Features necessary elements such as heads-up display and options screen.
Player Interactivity
  • Implemented and designed ways to keep the player immersed with action elements in the HUD (lives/bombs) and provide feedback during gameplay (controller vibration for specific events, sparks, lights flickering).
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  • Player Asteroid Shield provides realism to space combat experience helping protect the players from space debris.
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  • The asteroid shield among many other elements had many iterations but a look back at the original effect is featured here.
Enemy Animations
  • Programmatically created most enemy animations to provide better flexibility for designs due to Unreal Engines animation system requiring skeletons.
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  • Simple geometrical enemies meant the benefit of needing only simple geometrical almost puzzle-like rotations and movements for their animations.
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  • Ideas of transforming and rotating a Rubik's Cube was used for some enemies whereas Hoberman Spheres were also thought of.
Custom Enemy Models
  • Created custom models in Blender with the intent to reduce polygon count for optimizations within the game.
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  • Models are textured and UV mapped using a pre-existing asset pack with emission and normal maps.
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  • Most of the enemy designs are based on the enemy's functionality, ex the Dodger has arms to push itself out of the way of incoming projectiles.
Options
  • Features all settings for players which update in real-time.
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  • Simple layout to help organize information quickly so new and experienced players can always quickly find what they are looking for.
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  • Provides customization for controllers and partial accessibility for players who may find swapping keybinds useful.
Ship Frontal HUD
  • Designed to quickly show vital information to the player. Prioritizing reusable information towards the middle of the player's common vision spots.
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  • Keeping Score/Multiplier easy to identify and read helps players know how to maximize points gained within the game and reach higher spots in the leaderboard.
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  • 3D Spatial map allows players to understand where enemies are in relation to themselves.
Environmental Design
  • Designed a simplistic but modular environment to help players focus on the gameplay objectives of killing enemies.
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  • Randomizes the environment every time a combat session is started to provide a unique colorful experience to players.
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  • Environment is handled through a management system, easily modifying future changes for the combat zone to amplify immersion or adjust player focus within combat.