High octane First Person Carnage
During my time at Staffordshire University, I would often build gameplay prototypes over lunch breaks or as part of the learning materials we’d put together for students. These were typically done with the help of colleague, Tom Vine.
Breach was one such prototype – an FPS where you play as a human/shark hybrid who could swim hrough concrete and launch themselves from surfaces with great speed. We were primarily interested in capturing a gameplay vibe that felt like a mix between the likes of Quake 3 Arena and the Alien campaign from Aliens vs Predator.
Fat, chunky guns. High speed movement. Aerial dominance. Thousands of enemies. Even in its very primitive state, the core gameplay loop was a lot of fun.
- Client: Personal project (UK)
- Responsibilities: Creative direction, Unreal Engine 4, Game design, Weapon design, Level design