SHRAPNEL Stx.1 is live ! Check out some gameplay footage from a fan channel! I chose a video that featured many of the areas of the map I worked on! You can find more gameplay videos uploaded on the fan's channel! Stx.1 - 2/08/24UPDATE: Stx.1 - 2/11/24Here is another video from after the launch. Introduction: Hello! I can finally share some more of the work I did for the Doom (2016) design test. The work below will be a few slides showcasing the sequence of events as well as the documentation that was sent along as part of the test. For the test, I made a quick top down sketch of the general layout. I then took it into photoshop and made a cleaned up version of the sketch and used it as the basis of my 3D block out. For the 3D blockout, I used Unreal Engine 4. I originally planned on use the level editor built inside of Doom (2016), but the directions for the test specified to block it out in UE4. Turbine - Doom(2016) - Sequence of Events (Documentation)1. Mission Start – A way Out? - The mission begins with the player heading down a corridor leading to a tram terminal. The facility they are in is locked down. The player reaches the terminal only to find it out of offline. The entire facility is on back up power and the power can't be rerouted to the tram from this location. There is no way out of this part of the facility unless it is on rails. - Checking the nearby monitors, the player discovers that there is an outpost with it's own tram terminal nearby. The player will need to leave the building and head toward the Mars surface so they can reach the outpost. - The player travels a short distance, climbing up a rocky hill until they reach a cliff overlooking the outpost. 2. UAC Building (Tram Terminal/Turbine Control Room) Note: The player is free to wander around the outpost before reaching the objective. There will be enemies patrolling around the outpost that can be alerted to the player. If the player doesn't alert them, they will join the fight later. - The player looks down into the valley. There are 3 large wind turbines (HIGH, MID, LOW) swaying in the wind. Their blades spin fruitlessly as possessed scientist wander about. The view of this power outpost in the middle of this windy valley is a wow moment. - To their left of the player is a UAC building (the terminal/turbine control room). There are a few blinking lights outside the building, blinking in a way to indicate that there is still some power on. - The player jumps down from the hill, landing hard for a moment. They walk past the first turbine and make their way to UAC building. If the player were to look at the computer monitor on any of the turbines, it will read “Turbine Offline”. There is a few possessed scientist walking near the turbine, but they are easily dispatched. - The player reaches the UAC building. On the first floor of the control room the player will come across a few more basic enemies (possessed scientist, solider and security) on patrol. - The tram terminal on the first floor is inaccessible due to lacking power. Luckily for the player, the turbine control room is just up the stairs. - The player will make their way upstairs to Turbine Control room. Inside this room there will be 4 possessed scientist, a Security enemy and a soldier enemy. One of the possessed scientist will have a yellow key card on them. - After the player dispatches the enemies, they can check the computer monitor. On the monitor there is an image of a Gore Nest sitting on top of an important mechanism for the turbines. The mechanism has overheated, causing the turbines to power off. - The facility has just enough power to stay on for a bit longer, but if the player doesn't get the turbines back online, there will be no way for the player to leave this area, trapping them. Note: This information can be conveyed to the player via on screen displays or a voice over narration. - In order to generate enough power for the tram, the player needs to get the turbines working again, which means they need to take the yellow key card to the gate, destroy the gore nest and then realign the three turbines. 3. Opening the Yellow gate / Destroying the Gore Nest - With the yellow key card in hand, the player needs to head toward the MID turbine. Underneath the mid turbine is the yellow gate. Depending on which way they head, the player may run into a few different enemy patrols. Imps, Possessed Engineers/Scientist and Hell Razers patrol the areas nearby.
4. Realigning the Turbines - With the Gore nest removed the turbines will be functional again. The player will need to make their way to each turbine and interact with their respective computer monitor in order to realign them and start generating electricity to power on the tram. - The player can realign the turbines in any order they choose. Note: The last turbine to be powered on will spawn a Baron of Hell (Boss) that will need to be defeated before they can complete the mission. - Upon activating the computer on the turbine, a wave of enemies will spawn in to attack the player. Note: Any enemies left on the map will now be alerted to the player's presence and give chase. HIGH Turbine – This turbine is located near the UAC building on the top left of the map. After interacting with this turbine, nearby a squad of 3 soldiers, 2 security and a 3-5 imps will spawn nearby to attack the player. MID Turbine – The mid turbine is located in the center of the map. After the player realigns it, 3 Cacodemons each with a small squad of lost souls (2-4) will approach the player from the cliffs. From the center crater in the middle of the map, a Revenant will join the fray. All the enemies in this wave can fly and will easily be able to chase the player. LOW Turbine – The low turbine is located near a cliff on the right side of the map. After the player interacts with it, A pair of Cacodemons with 3 Lost souls will spawn as well as a squad of 6 imps and pair of Revenants fly in from the center of the stage. Boss Encounter – Shortly after the player has realigned the last turbine a Baron of hell will spawn on the map near the that turbine. The Baron will chase the player across the stage aggressively. It will jump and climb over the terrain/structures to get to the player. - Once the boss has been injured enough to be staggered (reach the point where a glory kill can be performed) the player will be notified that the turbines have almost generated enough electricity to get the tram terminal back online. - After the player has killed the boss they will be notified that power has been restored and the tram terminal is now fully operational. 5. End of Mission - With all of the demons vanquished, and the terminal back online all the player needs to do is head back to the tram, board it and interact with the monitor onboard to end the level. Wind Drifter/ Aero
Role: Game Designer
GameDesk AERO from GameDesk on Vimeo. Wind Drifter Walkthrough from GameDesk on Vimeo. Plate Tectonics
Role: Game Designer
I originally pitched this game as "Mountain Maker" and I designed it for the Kinect. The goal of the game was to teach children how mountains were made by allowing them to control the movement of tectonic plates.
- @Dannylv100
Behind the Scenes Notes
- In the original draft for the video I went into more detail about why my idea would have "saved snapchat". Originally I had a section where I mentioned that Snapchat was losing active users, whereas their competitor Instagram was gaining more and more. I cut this from the draft after I felt like it was going on too long. I wanted the video to be roughly 5 mins. The first draft had the video sitting at around nine.
- Another small detail I left out of the video was that Snapchat contacted me maybe a week after I created the account. Which is a bit strange, but it could have just been a coincidence. - I was bummed out that the recruiter was pretty quick to shut me down. But after few days I spoke with a friend who put me in contact with a programmer that became the person to help me work on the idea. - I spent roughly a month working with the programmer, we brainstormed and fleshed out ideas while trying to figure out a simple and effective way to demonstrate my idea so I could easily pitch it to snapchat. - I also wanted the idea to be safe, which is why the method for capturing ghosts was simply to take a picture. I didn't want players to become a hazard to others or endanger themselves. - If a player places ghosts in dangerous places repeatedly they will have their privileges revoked. Players can report ghosts that are breaking the rules. Also, cemeteries and other historical landmarks would be off limits and public locations would be able to opt out of the game. - I wanted the app to be tied directly to snapchat, to be unmistakably Snapchat. Which is why the first thing I thought was, "The idea has to be centered around the mascot". The ghost isn't the only option, players could use their bitmoji, or any other Snapchat approved emojis. |
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