DESIGN & RESEARCH DOCUMENTS
Critical Combatants - Project Proposal
This was the first drafting of my project, choosing what areas of game development I needed or wanted to improve upon. I was going for a project that would push me out of my comfort zone and force me to work on those areas. First idea was a third-person RPG style game inspired by Dragon's Dogma, but the various systems needed for an RPG had the danger of overscoping and spreading the project too thin. Second idea was more feasible and advantagous as a action game, I could focus on all systems trying to improve the combat.
Critical Combatants - R&D Report
After the planning, began the first stages of development. The first goal of mine was to push the game to resemble the final vision as quickly as possible. Which meant there would be visual feedback to the player pressing the attack button. They would swing their sword, and with subsequent presses would shift to their next attack in the string. This would not be faked either with a animation montage, I wanted a underlying combat string system that communicate with the animation blueprints to play and alternate between desired animations. A system that would be the basis to build more attack strings.
Clear 'Em Up - Pitch Deck
The point of this document was both to highlight concepts surrounding space debris and how those real world issues could loop into ingame mechanics. Even with real world issues being raised, I did not want to lecture to the player and kept those elements ingame to a minimum.
Top Down Orc - GDD Document
This was the first project after COVID lockdowns were over, for this project we were encouraged to specialise in a particular area. I chose to focus more on level design, but aspects of the game were changed to be more befitting of an action game, generally increasing the pace of the game and the lethaility for enemies. A fusion between Ratchet & Clank and Hotline Miami.
​
​


