My Contributions
I am the Project Lead as well as Combat Designer and Programmer.
My passion for weapon and combat design motivated me to step up into the technical side to be able to implement and prototype my ideas.
As Project Lead, I am responsible for:
-Managing deadlines and scope for a team of about ten
-Maintaining creative vision throughout development
-Solving conflicts between team members
As Technical Designer/Programmer, I am responsible for:
-Setting up both Online and Local Multiplayer
-Weapon and mechanics design
-Implementing movement mechanics, weapon mechanics, UI, animation blueprints and more with online replication in mind
-Weapon balancing and tuning
-Bug fixing
Game Design Breakdowns
Drawnewt Weapon
Breakdown
Base Movement Breakdown
Crystacean Weapon
Breakdown
Map Design Breakdown
Designed for 2-8 Players
My philosophy for this map was to keep the players moving and punish staying still. I made it to be sort of like a race track, where players can gain as much momentum as they want and utilize the movement mechanics.
After testing, I noticed a few things that needed improvement:
-The map needed walls on the lower section to prevent players from flying off and dying
-The map felt too flat so I added a smaller third level where players can climb up and then drop down on their opponents
Finished Greybox
Designed for 6-12 Players
For this map, I wanted to mix close quarters with more open ended sections in one big map. The buildings and hills create lanes to break up the map, while the trees break lines of sight and prevent players from relying too heavily on long range weapons. There are hills and rooftops that give vantage points but I intentionally left them with very little cover to punish camping and keep the gameplay dynamic.
Designed for 2-4 Players
This map is what we often use for play-testing and introducing players to our mechanics. It is designed to be very chaotic and create funny situations. The openness of this map gives players a chance to test the limits of the movement abilities and weapon mechanics

The "Bio-Weapon"
This device uses aliens stored in canisters as fuel, firing different ammo depending on the selected alien

Dranewt
AR/BR Weapon
Primary Fire
Alternate Fire
Ultimate Fire
-Sub Machine Gun
-Shooting while mid-air launches the player in the opposite direction of where the player is aiming
-3 Round Burst Rifle
-Slightly faster DPS than Primary but no
movement abilities
-Rocket Launcher- Explodes on impact
-Launches player backwards


Crystacean
Tommy-Gun/DMR
Primary Fire
Alternate Fire
Ultimate Fire
-Tommy-gun, high rate of fire, high bullet spread
-Single shot DMR, medium damage
-Spawns crystals on impact
-Crystals explode when shot
-Launches Crystacean
-Builds up energy and explodes in a radius, high damage


Koi Eater
Projectile Weapon
Primary Fire
Alternate Fire
Ultimate Fire
-Fires a bouncing boulder
-With each bounce, the boulder gets smaller but does more damage
-When hit, launches player back
-Fires smaller boulder
-Does not change size, harder to hit, but does more damage
-Fires Koi Eater forward
-Drops bombs which explode and deal high damage


Shotgun/Stealth Weapon
Primary Fire
Alternate Fire
Ultimate Fire
-Shotgun with medium spread
-Spawns pickup that turns player invisible
-Fires a single shotgun slug
-High damage in close range
-Launches Sea Nebula
-Creates a flash bang effect that blinds players






















