A Third-Person Bounty Hunter Shooter made by a 30 person team.
The City Below was produced as part of my "Junior Collaborative" Project. This was my first large project with a big group of people. I played the role of Gameplay Designer where I assisted in created the overall idea of the game, created the core design loop and mechanics, did the design diagrams of mechanics for the GDD, assisted with balancing the game and creating the first level in our game.
The City Below tasks the player with assassinating 3 different bounties in their own individual levels, fighting past hordes of enemies in order to achieve victory and "Win Their Freedom".
Role
Gameplay Designer, Level Designer & Narrative Designer
Project Length
2 Months
Team Size
30
Engine
Unreal Engine 5.2
As a gameplay designer for The City Below, I was responsible for designing a lot of the game's core systems, the overall game loop, character systems, combat design, enemy design, etc. I was also responsible for self playtesting every new gameplay system then providing the tech team with any issues whilst editing it's game feel to match the GDD & vision of the team.
I assisted with creating all other diagrams alongisde the other gameplay designers on the team.
Some of the Parkour and Movement diagrams I created for the GDD:
During the first week of development, I created diagrams for a system idea I had. The idea built on the fact that players had access to multiple parkour options and various ways to eliminate enemies: whenever players kill an enemy whilst performing parkour, deflecting bullets or using special weapons, they would recieve score points and a score multiplier that would last for a certain duration. This allowed players to combo character moves and abilities together in quick succession for a higher score in each level. I developed and tested a technical demo of this, which a few playtesters seemed to enjoy, but ultimately was decided not added into the game by the lead designer.
Due to unforeseen circumstances during development, one of the levels was deleted and the level designer could no longer work on the project. I was chosen by the Producer to remake Level 1 in a short time frame before submission.
I designed the full layout of level 1, including enemy placement, combat pacing across the level, and placement of pickups affecting reward loops. I designed the final boss area to reflect environmental challenges and opportunities the player faced in the level prior.
As well as my other roles, I put myself forward as the group's Narrative Designer. I was responsible for the villains for each level (naming, personality, lines, etc), the protagonists goal and cutscenes.
In the narrative, the Protagonist was unnamed and owned by a robotics company that kept reviving them to carry out assassination missions against rival companies. The protagonist makes a deal with the company to do 3 last missions in exchange for their freedom and to not be revived again.
Cutscenes were planned out and storyboarded for the beginning of the game, whenever the player is revived & "unplugs themselves", and when the player finishes the game & gains their freedom. The second storyboard shows the player waking up in the elevator (the starting point for each level) and would have the camera seemlessly fade from cutscene into gameplay. Unfortunately, due to time restriction, these never reached the final game.