Outpost Zero - UE5
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RESPONSIBILITIES
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Project Overview
In third year of University we were given a selection of briefs and had to pick one or slightly alter one and create a game prototype for. I picked a city builder and altered it to be a space station builder. I challenged myself by attempting to create a prototype that included systems I've never attempted before like a building system, tech tree system and a quick time event. I started by creating a technical design document which included an overview of how I was going to ensure good quality of code, naming standards and documents like quick point tables, wireframes, mechanic diagrams and flow charts. All of this was so that development would go much more smoothly for the remainder of the 6 weeks I had. After that I started by creating a mock-up of a building system, then the tech tree system, then the quick time event and finishing off with polish. As these systems were new to me, I came across many obstacles that I had to develop and design around in order to achieve this prototype. Playtesting was also a large part in this project, as it gave me insight as to what players thought while playing the game.
Reflection
Overall this project went extremely well. I'm pleased with how this prototype ended up looking and functioning. By challenging myself with new systems and mechanics I ensure that I'm constantly improving my skills as a Technical Designer. This project has now given me the confidence to take on other game ideas that might include similar systems to these.
In third year of University we were given a selection of briefs and had to pick one or slightly alter one and create a game prototype for. I picked a city builder and altered it to be a space station builder. I challenged myself by attempting to create a prototype that included systems I've never attempted before like a building system, tech tree system and a quick time event. I started by creating a technical design document which included an overview of how I was going to ensure good quality of code, naming standards and documents like quick point tables, wireframes, mechanic diagrams and flow charts. All of this was so that development would go much more smoothly for the remainder of the 6 weeks I had. After that I started by creating a mock-up of a building system, then the tech tree system, then the quick time event and finishing off with polish. As these systems were new to me, I came across many obstacles that I had to develop and design around in order to achieve this prototype. Playtesting was also a large part in this project, as it gave me insight as to what players thought while playing the game.
Reflection
Overall this project went extremely well. I'm pleased with how this prototype ended up looking and functioning. By challenging myself with new systems and mechanics I ensure that I'm constantly improving my skills as a Technical Designer. This project has now given me the confidence to take on other game ideas that might include similar systems to these.