top of page
Jw76BXFx8Efmsv.jpg

BLASTRONAUTS

Platform: Windows PC

Tools used: Unreal Engine 4, Autodesk Maya

Project type: Game design document and prototype

Role: game designer/tech designer

​

ss7.PNG
ss5.PNG
ss6.PNG

Gameplay Video

Design Process

First I produced a pitch in the pecha-kucha format, which I presented to my university lecturers. In this presentation I outlined the gameplay pillars, the core mechanics and gameplay loops. 

I took the feedback I received and used it to create a design document, further detailing the mechanics, notably enemy behaviour and examples of level design.

While My document goes into detail in writing, several articles are accompanied with diagrams and visual aids to help

​

ss9_edited.jpg
ss10.PNG

Combination mechanic

"Blastronauts" centres around a combination mechanic. In the design document there are 4 proposed weapons for the player to mix and match. Each weapon combination has it's own benefits and drawbacks, creating a system of consequence.

However, due to technical limitations and time constraints the homing missile was removed and the rocket launcher was replaced with the Impulse launcher; a gun that fires projectiles that bounce off walls and enemies.

Here is a demonstration of the combination mechanic in-game: The player initially starts with the shotgun but then picks up a gatling gun, creating the "gatling shotgun" combination.

combotable_edited.jpg
ezgif.com-gif-maker (15).gif

Enemy attack patterns

ezgif.com-gif-maker (11).gif

"Variety" is one of the gameplay pillars of Blastronauts and I wanted this to reflect in the enemies the player faces throughout the game. in my design document I outlined 4 basic enemy types: sniper, infantry, heavy melee and light melee, each with a distinct shape and colour for the player to identify them easily.

3 of these enemy classes are usable within the prototype, and each have a distinct colour and behaviour pattern:

 

​

ss8.PNG

The red enemy(infantry) will strafe around the player, keeping a fixed radius and firing a shotgun. The close range means they can hit the player easily, however the player shares that advantage. 

ezgif.com-gif-maker (14).gif

The blue enemy(heavy melee) will chase and hit the player. They can take a lot of damage but are slightly slower than the player, so they can be taken down by keeping ahead of them and firing at them.

The green enemy(sniper) will stand in place and fire at the player. their projectiles are quick and accurate, but standing in place keeps them an easy target.

bottom of page