Game Designer & Artist
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Academic
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June 2014
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PC & Mac
Massively-Local-Multiplayer Beat-em-Up Game
A university module had us group up into a team of five and create a full working game... So, Pub Crawl Brawl is a 3d side-scrolling beat-em-up game where, naturally, you complete a pub crawl! You battle pub-to-pub alongside your friends against hordes of street scum through drop-in-and-out local co-op for 1-100 (yes, one hundred!) simultaneous players. Players connect and control their characters over Wi-Fi through a companion controller smartphone app that connects to the host computer.
The project received awards, accolades, and a cash prize for technical innovation.
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Game design and rapid gameplay prototyping.
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Design, whitebox, and art pass for 10+ levels.
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Collaborate with developers to create gameplay.
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Model, texture, and optimisation of hundreds of 3d assets.
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2d art, design, and implementation.
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Video production and audio sourcing.
We came up with many wild character ideas and concepts that we were excited to make, but as with all development dreams, we had to come back down to earth and prioritise actually getting something done. Chosen designs were textured, modelled, optimised, and prepared with gameplay scripts.
Hundreds of other assets such as weapons, buildings, bridges, props, signs, and vegetation were also created to populate the world. You can see a small sample of these below.
The majority of the gameplay occurs within exterior combat levels, which were concepted, whiteboxed, and then had rounds of testing with external users for balance and refinement. Custom level-mechanic scripts and gameplay objects were created and placed throughout the environments (e.g. AI spawns, game event triggers, camera-tracking paths and stop locations, screen locks, item pickups, and many more!).
The flexibility of the repeatable floor mesh system coupled with the extremely modular nature of assets and gameplay objects enabled an agile iterative design-and-test workflow.
Interior pub levels acted as non-combat breathers breaking up the hectic combat levels. A snappable modular kit composed of interlocking walls, floors, doors, beams, and stairs created the pub foundation before prop assets, proximity audio cues, lights, and fog were then added on top.
The primary input method for the game was through a bespoke controller app running on player's own smart devices. Screens were designed and graphical assets created whilst working along side a coder to create interactivity and optimisation for lower-end devices. Screens were kept simple for clear, easy communication to reduce time taken to jump in and play.
Accessibility features such as colourising the app's background to match the assigned colour of their main screen counterpart were implemented to further provide clarity.