Team Size
- 20 | Sunpress Games
Software Used
- Unreal Engine 5.6
- Blueprints
- Adobe Illustrator
Responsibilities
- Designed level 2 (of 3) from blockout through final polish
- Animated scripted events
- Set dressed across multiple levels
- Worked with programmers to design unique combat mechanics
- Implimented enemies and environmental interractions
Design Goals
Constraints
Enemy Placement: Enemies in Regradable function as both threats and traversal tools. Players can grapple onto enemies for additional mobility or use them to destroy certain objects. The challenge was balancing enemy placement so encounters remained dangerous while still creating opportunities for creative movement and problem-solving.
In order to make our combat system stand out, I devised a system allowing players to connect enemies and objects with vines through a seed-throwing ability. I documented the mechanics in detail and collaborated with the programming team to develop the system.
To make the city feel more interactive, I implemented a series of simple environmental puzzles that build on the existing mechanics and expand the utility of the player’s vine abilities.
This combat arena was designed around an emergent interaction discovered during playtesting. Players found that connecting two enemies across a gap caused both of them to fall, and they enjoyed experimenting with the result. I incorporated additional gaps into the arena to support this behavior and create more opportunities for creative combat.
The level contains a dense network of overlapping monorails that adds movement and energy to the environment while also creating a recurring hazard.
The game’s tone centers on chaotic, desperate movement and a “move to survive” philosophy. The monorails reinforce these ideas by constantly pressuring the player. Players can spend only a few moments on the rails before another train arrives.
Vine Swing Prototype
I created this Blueprint prototype to explore the intended look and feel of the vine swing and provide the programming team with a clear reference. It was not intended for use in the final game. Its purpose was to test potential solutions and communicate the desired movement behavior.
Before full level production began, I established a distinct shape language to visually separate the city’s social classes. This early blockout demonstrates how the upper city was designed to visually dominate the lower districts.
The Lower City: Characterized by densely stacked, jagged, and blocky geometry, the lower city conveys a cramped and chaotic environment.
The Upper City: The upper city uses lower visual density and larger, smoother, more continuous forms to communicate space, wealth, and order.