BLOOMPUNK

    Bloompunk is a resource management FPS Roguelike where your weapons & abilities are alive and grow on your body.

    This game is a work in progress, featuring challenges to complete and and earn abilities and passives, grow and adapt your playstyle with an evolving body and weapon.

    Project Responsibilities:

  • Working in a multidisciplinary team of 35 people, collaborating with all disciplines such as art, sound, design, QA and engineering.
  • Game Designer, working alongside designers to workout gun functionality, mechanics and experience goals.
  • Gameplay Programmer, programmed the gun's functionality like shooting, reload, alternate fire modes. Also created a passive system for gun stats to be changed in game.
  • Collaborated closely with art and Enemy Designer to workout gun feel and enemy balance around the gun.
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    Development visuals:

    I diagramed out concepts for different ways the gun could evolve, showing them to other designers and how the code would work for it. This was an example for how a shotgun would work.

    I did extensive playtesting with the gun, and prototyping different ways for it to shoot. This is an example of using projectiles.

    Our game has a lot of moving parts, so engineering collaborated with sound designers to make an event request sheet, where sound designers would request an event to be made and they can access easily in Engine. I was in charge of implementing weapon related events.

    Using the built in post process effects in Unity, making something like the death screen had to really immerse the player as being this robotic entity. A lot of the other U.I in the game had to reflect this as well, including even down to the buttons.

    Under the Hood:

    Gun feel was incredibly important for our experience goals, as we want the player to really feel the power behind their weapon, especially when it evolves. I added things like recoil, and a procedural gun kickback as examples of game feel that really showcases the power behind the gun. I took inspiration from FPS titles such as Destiny and DOOM (2016/Eternal) for how those games approach gun feel. I also started to set up pipelines for art to make it easy for them to add assets into the game and worked closely with them and sound on when gun VFX and SFX was ready and made sure it was easy to swap those in and out from the inspector.
    Here was more polishing on the gun kick-back and as well testing out the multi-shot passive of the gun. The first image above was me trying to figure out how to approach the 'shotgun' programically, but we decided to go away from traditional weapon archetypes and let the weapon evolve and allow players to create the weapon in the way they want, turning it into a long range shotgun sniper or a rapid-fire multishot SMG.