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Hell To Raze 
Combat/Level Design and Production

Two Semester Undergraduate final project. Hack and Slash action platformer. Team of 14 using UE4

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Level Development

Total of 4 levels and 3 boss arenas built. Drafted and mocked up levels in Photoshop, positioning obstacles and focusing on progressively teaching players new mechanics. New mechanics were later used as core elements of boss encounters and arena design.

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Greed level minimap based on unreal placement

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Third level (Greed) photoshop draft

Centralized "island" design to have space to use USP grapple mechanic for maneuverability within combat and for navigation. Goal was to give autonomy to the player when engaging in combat on each island with our grapple mechanic.

Hand placed each island, grapple point, puzzle objective, and additional level assets within Unreal. Balanced grapple velocity to ensure player enjoyment. Playtested often to ensure players did not get lost and understood puzzle design.

Greed Level Walkthrough 

Combat Development

Designed boss encounters from abilities to arena layout to interactive objectives. Crafted bosses around their narrative and level theme. Goal was to stray away from just hitting the boss and instead implement an objective to allow the player to attack the boss. ie. interact with crystal to lower a grapple point to get to the central platform for damage phase. Playtested and balanced: Health, Damage, ability frequency, ability range, etc.

Second level (Wrath) boss encounter

Designed player combos and enemy attacks. Collaborated with sound and animation to give desired looks and feedback to the player. Balanced combo (Heat) meter as well as attack damage and combo damage values. Playtested to ensure USP grapple was utilized frequently and found useful within combat. 
Goal was to make the player feel like a badass, easily slicing their way through multiple enemies but able to become overwhelmed when enemies surrounded the player, forcing the grapple to be utilized.

Designed level up system and different player upgrades to give the player a sense of progression. Balanced experience values so that the player would receive every upgrade if they defeated ~85% of the enemies in each level. Abilities ranged from damage to utility to special attack moves. Goal was to give the player versatility and autonomy, a sense of progression, and a feeling of empowerment when facing the final boss by being fully upgraded.

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Upgrade Tree UI 

Production Work

Solo producer over a multidisciplinary team of 14. Ensured we followed 2 week sprint deadlines and used agile methodologies to reach our sprint milestones. Used Trello for task management and Discord for communication. Lead tri-weekly scrum meetings to keep full transparency throughout the team and make sure all blockers were handled quickly.

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Team Photo

Gave sprint review presentations every 2 weeks to our peers and presented at two University semester-end project symposiums to the public. Created slideshows for sprint reviews and rehearsed for symposiums.

EAE Launch online presentation

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