in Defend Your Friend, both players are not just important, but vital - each with a unique role to fulfill. Through working together, combining their abilities and having each other's back players make their way through carefully crafted puzzles inside an imposing ancient temple. Getting to understand the inner workings of the temple, and hopefully venture off to freedom.
My work
Boss design and programming
As technical designer, I was responsible for the conceptualisation (along with Emma Lintvelt), AI, and implementation of the first boss battle in the game that the players encounter, "The WallCrawler".
The design & conceptualisation of the WallCrawler was centered around facilitating the core mechanics of both players. The players would have to work together in order to defeat it. It was important that both players would actively contribute to the fight at any given point. I used a combination of Blueprints and C++ to create and implement the AI. The movement behaviour was done in C++, the rest programmed in Blueprints. It was the first time I created an artificial intelligence and scripted it on a scale found in Defend Your Friend, specifically, it was the first time I created a finite-state machine Additionally, I created the animation brief for the WallCrawler. I also did a bit of narrative design for the WallCrawler. An even more elaborate overview of the process can be found here or by downloading the file located in the top-right corner |
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Detailed explanation of the concept and implementation of the WallCrawler
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Scripting and level design on the WallCrawler
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Level design & gameplay scripting
I was responsible for the level design and scripting of the (what was then) the conclusion level of the game. It emphasized a rather fast-pace. The players are being chased by drill enemies, with the level requiring players to alternate between protecting one another while progressing forward using their unique abilities.
Initially, it was challenging to be responsible for the last level, as I had not designed any of the other levels in the game completely on my own. The most difficult part of this process was to walk a fine line between creating both interesting situations, without relying too much on the levels that came before it. Unfortunately, due to having to work on the WallCrawler boss fight, the level did not make it to the final game, but several elements that originated from my level still exist in some way or form in the final game, such as the chasing drill enemies, and the collapsing pillars with lasers. More about my level design process can be found by downloading the PDF attached above. Maintaining gameplay after art pass |
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Once a level was iterated upon, functionally implemented, and in a playable state, the environment artists would begin several art passes to make the levels visually appealing.
I closely communicated with the environment team to ensure the visuals wouldn't intrude/obfuscate (signposting, clarity, feedback) the goal of each level. This required constant reviewing of the level when one of these passes was completed. |
Unity to Unreal
The initial prototype for Defend Your Friend was made in Unity3D as a proof of concept while the programming and technical design department set-up the project in Unreal Engine 4.
Taking the original Unity3D prototype, I scripted and implemented most of the important gameplay objects and interactive elements into the Unreal Engine 4 version. I closely communicated with the lead designer to ensure the gameplay reflected the way it was in the Unity3D prototype. I was also responsible for implementing the levels (level 1 and 2) into the Unreal version and made additional adjustments to the levels where needed. |
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Details![]() Status: Pre-beta
Roles: Technical Designer & Gameplay Programmer Developed by: Frenemies Team size: 14 - 19 Engine: Duties:
Release date: Q4 2017 Website: www.defendyourfriend.com Awards:
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