PRODUCTION TIME
PRODUCTION TIME
3 months
YEARS OF RELEASE
2023
SOFTWARE
Unreal
LIFETIME
5-15'
GENDER
FPS
PLATFORM
PC
TARGET
Experimented gamer in FPS
Hollyshoot is a game in which the player takes on the role of an actor and must achieve the highest possible score before being overwhelmed by the number of enemies, and within a limited time.
To do this, the player can perform style challenges that will fill up his style gauge.
The fuller the gauge, the more bonuses are unlocked and the higher the score multiplier. The player's creativity and skill are put to the test in a world of movie sets!
This game was made by a team of 9 people.
My role was Game Designer, Help for Level Design and UX/UI Designer.
The fame gauge is a progress bar that the player fills by earning fame points.
When the player has not earned fame points for 4 seconds, the fame gauge begins to empty at a rate of 10 fame points per second.
The fame gauge has 3 levels, each with a different bonus.
When the player reaches a level, his score multiplier changes to that of the level reached.
If the player loses a tier, the score multiplier changes to that of the tier lower than the one lost.
To help us understand our design and make the most enlightened choices possible, we've produced a layer of decision for our game.
All enemies are actors like our character, so they must be of a similar size, with the exception of the flying socer.
To create the level design, we need to realize all the game's metrics.
We decided to use the player character as a reference (based on the unreal character).
The thinking behind the size of each game element focused on :
The player's ability to jump or pass through them
The size of the other elements compared with the size of the various Landmarks/Volumes (one for each biome).
We started with a camera interface AD for the HUD.
The main difficulty we encountered was how to highlight the basic elements of a Fast FPS while remaining within the AD.
To remedy this, we chose to divide the interface into two distinct graphic categories:
The HUD part
And the part dealing with the player's score. the player's score and medals.
The HUD is minimalist and unobtrusive, with clearly identified and easily accessible elements.
We've opted for sober colors and an uncluttered design so as not to distract the player from the main action.
The player score and medals section, on the other hand, is more dynamic and colorful, to highlight the player's achievements. player's achievements.
Overall, our goal was to create an interface that was both functional and immersive, while remaining in keeping with the AD.
Concept of the HUD
Final concept of the HUD
HUD in game
Actual game pause screen
Game pause screen wanted