Arcane annihilation

Game Overview
For our second collaborative project, our group was assigned an open brief. Based on that, we decided to develop a run-and-gun, first-person infinite shooter that emphasizes fast-paced action and high velocity. In this project, I took on the roles of Lead Designer and level designer.For this project, we drew significant inspiration from 'Doom' and 'Roboquest,' incorporating features such as wall running, power sliding, and random weapons. As a result, it was crucial from a design perspective to maintain continuous player engagement and allow them to learn the character abilities, master the levels, and progress further, while also enhancing the overall fun factor during gameplay.
Role
Lead Design, Level Design,
Year
2023
Software
Unreal Engine 5, Blueprint, Adobe
My Role
In this project, I played a pivotal role as one of the two designers, contributing significantly to shaping the game's vision and guiding its development through a blend of feedback and intuition. My paramount focus was to ensure the game's fundamental quality—fun and enjoyability—remained a core pillar throughout development. I consistently championed this principle in meetings and discussions. Aiming for high player momentum and implementing a seamless movement system were key components of achieving this goal. My collaboration with the technical team was vital to realizing a well-rounded player character. As the lead designer, I maintained the game's trajectory, prioritizing the 'fun factor' while guarding against scope creep and unnecessary complications.


