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Jair de Almeida Cuomo - Game Dev
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Jair de Almeida Cuomo - Game Dev
  • Home page
  • Portfolio
    • Work Projects
      • Fortnite - Obby but on a Bike
      • Fortnite - Teamwork Puzzles
      • Fortnite - Virtual Circus RP
      • Fortnite - LEGO Red vs Blue
    • Personal Projects & Game Jams
      • Clockworlds
      • Slime Jump
      • AntonSneeze
      • Izakaya Rush
    • School Projects
      • Folding Fables
      • Abyss Clicker
      • Warhammer 40k - Squig Gamez
      • TIBS
  • Contact Me
  • More
    • Home page
    • Portfolio
      • Work Projects
        • Fortnite - Obby but on a Bike
        • Fortnite - Teamwork Puzzles
        • Fortnite - Virtual Circus RP
        • Fortnite - LEGO Red vs Blue
      • Personal Projects & Game Jams
        • Clockworlds
        • Slime Jump
        • AntonSneeze
        • Izakaya Rush
      • School Projects
        • Folding Fables
        • Abyss Clicker
        • Warhammer 40k - Squig Gamez
        • TIBS
    • Contact Me

PLAY HERE FOR FREE

AHOY FRESH NEW SAILOR!

It’s time to show those scurvy dogs what we are made of!

Sail to the great briney deep and prepare for battle.

Shoot at the enemy ship with both straight and lob shots, but beware of the enemy, they have the same weapons!

Remember to use your wits, sailor! Maybe try to grab a special shot around the map, that will teach those scallywags a lesson!

FEATURES

  • 5 different maps that focus on different fighting strategies

  • Special items that will help you get the high ground over the opponent

  • 30+ cosmetic alterations for your ship

Project Info

Made with Unreal Engine 4

Developement time: 2 months
(May 2021 - Jun 2021)

Main Roles

Generalist Game Designer, Level Designer

Documentation

Mechanics design

Stage design

Mechanics Design

I was responsible for the initial pitching of the mechanics and how they would've react with each other.

For the game's different shot-types, I defined a set of trade-offs each of them would have, so that the player would be able to find a use for every shot.

The same can also be said for the stage elements, making them offer many ways for shots to interact with.

Stage Design

I was responsible for the initial pitching and in-engine developement of the 5 stages present in the final product.

Each stage uses its elements in a way that lets players opt for different strategies depending on their surroundings.

Stage that offers all the game mechanics in a sober environment.
Stage that trenches players into their area while nudging them to destroy all the opponent's defences.
Stage with no power ups that forces players into exploiting the always available ricochet shot and lob shot.
Jair de Almeida Cuomo - Game Designer
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