Spectra

Multiplayer FPS ◦ 8-person team ◦ Unreal Engine 4.7.2 ◦ 3 Months ◦ 2015
Role on Project: Game Designer
  • Design Leadership

    • Led discussions across LD, art, and software departments, with final game design approval.

    • Wrote the majority of (and maintained) the game’s design and production documentation.

    • Owned various gameplay scripting, decoration, art, and SFX tasks throughout the project.

  • UI/UX - Designed, implemented, and scripted the game’s user-interface (heads-up display and menus).

  • Environments - Decorated level with clutter and modular decal set, responsible for all level lighting.

 
 
(Trailer edited by Isaiah Everin)
 
Game Summary

Spectra focuses on straightforward and fast-paced gameplay, dropping the player into the game with three weapons and no complicated learning curve between them and playing. The game features few but very specific mechanics, no reloading animations, and a unified source of energy-based ammunition. The player has a recharging health mechanic, which fits the controlled and tactical gameplay. Additionally, the game features a lot of horizontal and vertical mobility with the use of jump jets, which is its largest divergence from the average FPS.

 
Pillars

 

Fun and Accessible. An FPS player should be able open the game, enter a match, and understand the mechanics and gameplay goals without a lengthy introduction.

 

Unified. The visuals, audio, and gameplay all conform to a unified vision dictated by the game's theme of a mystical, science-fiction landscape full of glowing crystals and ancient structures.

 

Visually Inspiring. A glowing Beacon in the distance, platforms floating above crystaline terrain, and a dusky alien sky above all instill a sense of wonder that leaves a lasting impression.

Mini Post-Mortem

What Went Well

+ Willingness to adapt to major changes throughout production

+ Strong project planning using Scrum throughout production

+ Generally honest, helpful, and productive team dynamics

What Went Wrong

- Major rework mid-project caused by game/engine limitations

- Inability to playtest with networking until late in the project

- A considerable amount of additional work/crunch throughout the project

What Was Learned

? The need for a stronger asset approval process on projects of this size

? To better assess the limitations of tools before committing to them

? The importance of asset lock deadlines and cutting unnecessary features