
Illuminating
Systems - Puzzles - Magic - Prototype
Mechanical Magic!
A gameplay mechanic with puzzle solving in mind, but lots of alternative potential too! The magic system revolves around a device called the Illuminator, which has two discs where one chooses the magic school, and the other selects the effect or form that spell takes.For example:
Thermomancy + Absorb = Ignites the target.
Invigoration + Take = Withers/breaks the target.
Current build is a demo with a selection of the designed spells.
Role: Systems Designer
Project Type: Student
Team Size: Solo
Format: Prototype, Unreal 5
Duration: Part-time 3 months
Project Documentation
Personal Contributions (hover over!)
Documentation
Writing out my development plans, initial plans for the project, and cataloguing my development process and experience.
Systems Design
Using my degree's wealth of learning to attempt to create a creative and fun to use game mechanic.
Integration
Importing all assets into Unreal Engine, creating all components and linking everything together.
Bug Fixing
Frequently testing the mechanic's functionality to spot bugs early. Using debug statements to locate the source of the issues and correcting them immediately.
UE Blueprints
Using a multitude of Unreal blueprint nodes to develop the mechanic including line tracing, mapping contexts, events and map containers.
Additional Inputs
Roles & Responsibilities
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Using Blender to make functional placeholder assets.
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Designing control inputs with UX in mind.
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Sketching and designing the Illuminator's look and interface.
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Testing the prototype with every feature added or changed to track issues.
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Version control using Git with the Fork client.
Systems Design and Iteration
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Created every aspect of the mechanic from concept to engine, always considering the player experience.
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Designed creatively, intertwining science and fantasy without stretching the game grammar understanding of the typical player.
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Reviewed and revisited each facet of the system constantly to maintain a good level of balance for game feel and to monitor functionality.
Project Planning
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Devoted time and effort to the research and planning stage to reduce the time and decision making needed in-engine.
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Documented the development process including initial plan and in-engine progress.
Visual Scripting with Unreal Blueprints
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Scripted the controls and all behaviours of the Illuminator and its magical effects.