Development InfoGame: Retro Robot Rumble
Engine: Unreal Development Kit (UDK) Team Size: 6-8 Development Time: 5 months / 15hrs per week Genre: First Person Shooter Game Mode: Capture the Flag |
Responsibilities
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Retro Robot Rumble Trailer from Jackie Huchel on Vimeo.
Game Overview
Overview
Retro Robot Rumble is a small 4-8 player Capture the Flag map done in UDK by team Yum Yum Pufferfish Productions. It is a stand-alone level designed to portray the pre-1960s vision of the future where two robot teams compete in gladiatorial combat in order to gain everlasting fame. The map features a unique weapon in the center: The Tesla Coil. This powerful gauntlet weapon can annihilate the surrounding enemies with a shocking blast. Another unique feature of the map is a moving platform circling the center of the arena. Its constant moving around the atrium makes it an interesting vantage point for snipers as well as a safe haven for players who hold the push back Flag Gun as they can knock off any opponents that try to chase them.
My Role
During the making of Retro Robot Rumble, I was tasked with creating the whitebox and putting the meshes into place and lighting. However, halfway through production, our team lost a couple members and I was re-assigned to creating various particles for the game including the gun particles and jump pad particles. Towards the end of development I also took care of the final HUD design as well as some the background matinee animations.
Design Goals
Retro Robot Rumble is a small 4-8 player Capture the Flag map done in UDK by team Yum Yum Pufferfish Productions. It is a stand-alone level designed to portray the pre-1960s vision of the future where two robot teams compete in gladiatorial combat in order to gain everlasting fame. The map features a unique weapon in the center: The Tesla Coil. This powerful gauntlet weapon can annihilate the surrounding enemies with a shocking blast. Another unique feature of the map is a moving platform circling the center of the arena. Its constant moving around the atrium makes it an interesting vantage point for snipers as well as a safe haven for players who hold the push back Flag Gun as they can knock off any opponents that try to chase them.
My Role
During the making of Retro Robot Rumble, I was tasked with creating the whitebox and putting the meshes into place and lighting. However, halfway through production, our team lost a couple members and I was re-assigned to creating various particles for the game including the gun particles and jump pad particles. Towards the end of development I also took care of the final HUD design as well as some the background matinee animations.
Design Goals
- Create a 4-8 player CTF gameplay map with class-based weapons and unique circular design
- Create a map portraying a pre-1960s game show arena theme
- Balance the Scrapper and Zapper class weapons as well as the Tesla Coil and Flag Gun mechanics
Quickplay
The Retro Robot Rumble map is a circular map that went through several iterations. The group designed the map on the whiteboard and I built the whitebox in UDK out of BSP to judge the size and flow of the design. After all members of the team played through the level, we had to build the level smaller and emphasize the atrium. I discovered the difficulties in making a circular atrium out of BSP and we changed the shape to be a octagon with extended sides as bases.
Playtester feedback was that our atrium seemed very empty and so we decided to add platforms in the center. My design for the platforms was to place them into the ground and have a trigger on top of them to raise them out of the ground. This interaction makes the environment have more movement and connect more with the retro feel of the space. The raising of the platform also adds to the gameplay by letting players use it to move from the first floor to the second floor outer ring or use it as a quick way to cut opponents line of sight.
Playtester feedback was that our atrium seemed very empty and so we decided to add platforms in the center. My design for the platforms was to place them into the ground and have a trigger on top of them to raise them out of the ground. This interaction makes the environment have more movement and connect more with the retro feel of the space. The raising of the platform also adds to the gameplay by letting players use it to move from the first floor to the second floor outer ring or use it as a quick way to cut opponents line of sight.
Map Layout
Towards the end of the project, our team was unfortunate to lose two members of the team. With some of the particle work still in testing phase, I volunteered to take up the job. I was interested in learning about the art side of UDK and how those come together in the level. Working off of the old designer's particle files, I researched online and asked art leads about the Cascade system. I was able to produce particles for the player's guns (both red and blue teams) in time for release. I kept constant updates with the art and programming team so that the particles matched the style of the guns they were connected to as well as making sure the visuals matched the timing of the impact damage.
I also collaborated with our remaining programmer on our team about the HUD and we were able to make a prototype for gameplay deadline. As the team went into Vertical Slice, the artists were becoming overwhelmed with the refurbishing of assets and I took on the responsibility of iterating on the design of the HUD and menu system. I designed the HUD layout on paper and went to my lead for approval. After lead approved, I spoke to the programmer about the fesability of it and passed. Finally, I approved the design with the art team to make sure that it matched their art bible before making the assets that the programmer needed and adjusted them as requested.
I also collaborated with our remaining programmer on our team about the HUD and we were able to make a prototype for gameplay deadline. As the team went into Vertical Slice, the artists were becoming overwhelmed with the refurbishing of assets and I took on the responsibility of iterating on the design of the HUD and menu system. I designed the HUD layout on paper and went to my lead for approval. After lead approved, I spoke to the programmer about the fesability of it and passed. Finally, I approved the design with the art team to make sure that it matched their art bible before making the assets that the programmer needed and adjusted them as requested.
Post Mortem
What went well |
What we Learned |
What I learned |
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