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BioCalibr is an online indie movement shooter game where you use different aliens as ammo. Each alien has three firing modes and at least one ability. Mix and match different aliens to find the best combination to win.

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2026 Biocalibr Gameplay Demo.mp4

My Contributions

I am the Project Lead as well as Combat Designer and Programmer. 

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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.

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As Project Lead, I am responsible for:

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-Managing deadlines and scope for a team of about ten

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-Maintaining creative vision throughout development

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-Solving conflicts between team members

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As Technical Designer/Programmer, I am responsible for:

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-Setting up both Online and Local Multiplayer 

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-Weapon and mechanics design

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-Implementing movement mechanics, weapon mechanics, UI, animation blueprints and more with online replication in mind

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-Weapon balancing and tuning

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-Bug fixing

Game Design Breakdowns

Drawnewt Weapon

Breakdown

Base Movement Breakdown

Crystacean Weapon

Breakdown

Map Design Breakdown

Designed for 2-8 Players

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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:

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-The map needed walls on the lower section to prevent players from flying off and dying

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-The map felt too flat so I added a smaller third level where players can climb up and then drop down on their opponents

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Finished Greybox

Designed for 6-12 Players

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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

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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

dranewt_small.png
Crystacean_Big.png

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

crystacean_small.png
KoiEater_Big.png

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

koieater_small.png
SeaNebula_Big.png

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

starnebula_small.png

Sea Nebula

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