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Tube Tussle
Combat/Level Design and Production

Three-month project pushing networked multiplayer and attempting to merge battle royale and party game archetypes. Players must push opponents into oil spots to knock them out rather than directly shoot them for damage. Built in UE4

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Level Development

Designed and built levels focusing on verticality, unique safe/unsafe zones, and showcasing all obstacles within one map. Designed multiple obstacles for player interaction since combat didn't directly harm other players. Unique obstacles consisted of Buoys, Whirlpools, Sharks, Kelp fields, and a Kraken.

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Shipwreck level photoshop draft

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Final Shipwreck level layout

Decorated and placed assets throughout multiple maps to reach a level of polish to embrace the player. Playtesting often and iterating through problems to obtain the best player experience. Adjusted values on obstacles to create a comfortable balance of avoidable danger.

Combat Development

Simple combat of reloading and spraying a water gun that propels the player backward. Only way to damage other players was to knock them into danger "oil" zones. Iterated on this simplicity by implementing a shotgun blast and water jetpack. Goal was to give more versatility to player actions but keep with original core design. Wanted to give player autonomy without causing confusion.

Combat

Designed water and health UI that was later updated by tech artist. Balanced values such as propulsion, player knockback, refill speed, water consumption, oil damage, etc. to create a proper and realistic game feel.

Water and Health UI

Combat design in tandem with Level design was important since the only way to damage other players was to knock them into oil zones. We needed to create an environment that pushed the player to juggle multiple situations and make the hard choice of attack at the cost of potential danger. 

Gameplay clip

Production Work

Lead producer over a multidisciplinary team of 11. Used Jira 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. Utilized Agile methodologies to help push our design.

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Presented at University Project symposium to public. EAE Play day was to show the potential of Tube Tussle as a future Esport while giving details into our development process. We continued another 2 months after this presentation to ship on Steam.

EAE Play online presentation

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