Survival of the Cutest
Survival Horror - Dark Humour - First Person
Can a kind little bunny doll survive when an action toy invades her doll house?
Play as Janey and help her escape from Sergeant Shredder as he relentlessly chases her and the other dolls throughout the doll house. Follow your stuffed heart to find different leads and friends to help you in your quest. However... if things don't go quite as planned you can throw items (...or friends) to buy yourself precious seconds.
Chase and throwing gameplay
Hiding under the bed gameplay
Chase and throwing gameplay
Role: Technical Designer
Format: Unreal 5 Game
Project Type: Student
Team: Away From Home
Team Size: 14 developers
Duration: Oct 23 - May 24
Personal Contributions (hover over!)
Additional Inputs
Roles & Responsibilities
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Made guides to help onboard teammates with Git and systems.
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Made early level designs and blockouts to test game feel and experiment with scale.
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Organised and maintained the team's OneDrive for storing and displaying completed and in-progress work.
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Contributed to writing a green light pitch deck and presented it.
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Often compiled builds.
Technical Design
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Gaining a full understanding of custom and built-in systems, then creating guides and helping designers (and other team members) to use them.
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Designing to make implementation easier for other developers, such as redesigning the programmers' prototype quest and dialogue systems to use Data Tables to
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Make large amounts of data easier to read and navigate.
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Allow writers to contribute to the process by exporting dialogue lines as .csv files.
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Working with Unreal Blueprints to set up events and triggers (including for cutscenes), and to investigate bugs with programmers.
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Quest Design
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Collaborating with writers to turn their story beats into varied and fun quest beats, and communicating with programmers and other designers to ensure that any features required are easily implemented.
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Creating detailed Miro flowcharts for each step of quests and cinematic sequences including information on triggers, voice lines used, locations etc.
Cinematic Blockouts
I've used the UE5 Sequencer to build cinematics for this game. In the timeline-type interface I keyframe the camera and actor positions as well as dialogue lines, call events to existing and custom functions/Blueprints, and more. While developing sequences I constantly test to ensure that the player can't accidentally trigger wrong events or at wrong times etc.
Here is an early iteration of the intro/tutorial section to onboard the player to the world, characters, mechanics (in a friendlier context) and tone.
Quest and Cinematic Design
Throughout this project our team has used flowcharts that I've designed in Miro as reference for quest and sequence structure.
The quest flowchart is split into main and sub quests with their main beats, locations, triggers, checkpoints, and additional info attached.
The intro sequence flowchart is formatted similarly but also has details on the camera and relevant voice lines with a link to the spreadsheet containing the game's script.