Quantum Revoler: Code Blue
Accomplishments
Encounter Design
Came up with 4+ enemy types along with other designers from the team.
Assisted in the creation of encounters and worked on enemy balancing by giving suggestions based on playtesting results.
User Interface Design
Designed and implemented the user interface in the game, which included the Main Menu, Pause Menu, the player’s Hud, and the Text log display. I also created every UI asset using Photoshop.
Came up with an effective solution to displaying ammo in response to player feedback and testing results.
Came up with the unique design idea for the main menu, which is displayed on a 3D model of the “Quantum Revolver.” Additionally, created a transition between menus that utilized camera movement.
User Experience Design
Assisted in the implementation of post-processing in the game, including bloom effects, motion blur, and screen space reflections, making the experience more immersive.
Assisted in the implementation of sound effects.
Assisted in the design of weapon visual effects.
Challenges
Designing an FPS game
Even though I have a lot of experience playing FPS games before working on this project I had never worked on one. Coming up with the encounter design and ideas for enemy types with other designers was a challenge. By cooperating with Level, narrative, and technical designers we were able to come up with effective enemy types and balanced game progression.
Ammo display
Quantum Revolver: Code Blue ended up having multiple weapons, each of which uses a unique ammo type. Through playtesting we noted that players had a hard time telling how much ammo each of their weapons had at any one moment. So it was important to make this information accessible for the player at all times in order to reduce the frustration it was causing for players when they would switch to weapons that they didn’t have ammo for. To mitigate this issue, I came up with an effective solution which utilized a simple image for each weapon. I decided to make every weapon icon a filled image. Each image’s fill amount would correspond to the ammo the player has for the corresponding weapon.
3D Main Menu
With no artists on the team, and in order for me to implement my idea of the main menu being on a 3D model, I had to create every UI asset myself. Due to my lack of practice in the art field, it was a difficult task, but through extensive research and communication with outside artists who I had communicated with I was able to accomplish my goal and bring my unique 3D menu design to life.