Raphael Varga's profile

HookUP! (Oct 2016 - May 2017)

Is a schoolproject released on 31 of May 2017, which I worked on with 2 class colleagues. Development started at the end of October 2016. Total development time was about 6-7 months. It's a first person platformer, which is heavily based around atmossphere and agile movement.
Gameplay-Trailer 
- produced by myself
Level Design Analysis
Here are some examples of the level-revision/testing I did during the development. It's not very pretty, but these were paper-designs only relevant for my work. They weren't shown to anyone else. It was a simple "beat to beat" synopsis of the main level of the game. 

Based on that analysis, I then reiterated over the entirety of the level. Then I tested those new changes with other playtesters and the loop kicked off again.
Hard Facts
Platform: Pc


Game in one Sentence: "Enjoy full freedom in movement and find your own approach on how to finish the game!"
Development Roles

GameDesign
     - Core-Mechanic Design
     - Wiki Documentation
     - Conducting Brainstorms
     - Playtesting & Feedback Documentation

LevelDesign
     - Main-Level greyboxing & testing
     - Full Level-Rework & Analysis 
     - Tutorial Design & Creation (Building & Asset-Production etc)
     - Level Art for both

Additional Scripting
     - Basic scripts like Energy System or some asset-spawners

Concept Art
     - Character Design (The Arm)
     - Environment Art
     - Asset Conceptualization

3D Art
     - UV Mapping
     - Texturing of all Assets​​​​​​​
    - 3D Modelling
Technology used
  - Pen & Paper
  - Adobe Photoshop CS 6
  - Unity 3D Game Engine
  - Autodesk Maya 2017
  - Microsoft Visual Studio & Monodevelop-Scripting Class
Core - Mechanics
CharacterController:
      - Walking
      - Sprinting
      - Jumping
Specials:
    - SwingHook
    - GrapplingHook
    - EnergyFillUp
    - EnergyReduce

SwingHook:
If you hold down the "right trigger", the hook is active. If it already has hit a platform, you will swing in the direction you're currently looking. If you release the hook in the right moment, laws of physics will fling you up. Basically it's the hook you want to use for getting higher in the level.

GrapplingHook:
The GrapplingHook is activated by holding the "upper right bumper". That means that you're able to hook/pull in that time period and if you already have hit a platform, you will be dragged to the same. If you release the button, the hook gets canceled and gets pulled back to the player. -Works for both modes- This hooktype is mainly designed to overcome short distances and being able to react swiftly. Think "Just Cause 2" - Grappling Hook

EnergySystem:
My Experience
Since it was the first "bigger" digital team-project I did back in school, I've learned and I'm still learning a lot about organizing a team and how to work with different people. For example, how to handle disagreements about certain features or ideas and how to find a compromise that satisfies both parties. A lot of it was centered on how to deal with these situations and what's the best way to avoid/solve them. So put simply: teamwork.

Working under pressure: I've gained a lot of useful insights on handling the milestones and sprint-releases looming on the horizon, constantly keeping up the pressure. I've gained more resilience in how to get used to stress and pressure while delivering the best work I can do. And also in dealing with it mentally and how to keep cool when things don't work out first time or something was misplanned.

My new approach to brainstorms & creativity: So, this came relatively spontaneous to me. We were just sitting around and didn't really know what kind of game it should be. And I was thinking the whole time, "what's the best way to get ideas for mechanics or games most effectively". So, I came up with the "4 phase technique", as I call it.
The 4 Phase Technique

(Clockwise-rotation)

1. Phase
Gather in a circle with your team. One team-member starts counting down the whole alphabet in his mind and the next in rotation randomly calls "Stop" at one point. The last "thought of" letter, will be the one that's going to be used.

2. Phase

3. Phase
The next team-member has to quickly come up with a game mechanic, which has something to do with the word told before. Make sure that one person makes note of it. The important part here is to not valorize the idea yet. Just noting it is enough. "Let the creativity flow."

4. Phase
If you think you got enough ideas, you start with the "Outsourcing". Ideas will get discussed, abstract ones will get changed/reworked into something useful, ideas which are obsolete will get deleted and so on.

Sidenote: Preferably, every letter should be only used once

I later on found out that Disney sometimes used a similar idea. Maybe that's why it worked so well ^^. Regardless, I can highly recommend giving it a try. 

HookUP! (Oct 2016 - May 2017)
Published: