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Platform: PC  
Engine: Sludger Engine (Custom)
Team Size:
Duration: Sep 2018 – Apr 2019

SCRAP METTLE 

DESCRIPTION

Scrap Mettle is a power fantasy cyberpunk first-person brawler focusing on SPEED & POWER! Play as Scrapper, a space mercenary who lost his fist to the infamous Juggernaut and is on a mission to take it back by force.

ROLES

Level Designer · Environment Designer

User Interface Designer · Producer 

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LEVEL DESIGN & RAPID PROTOTYPING

Used doom builder to generate level files that can be imported to our custom engine. The doom builder provides fast iterative process in building and prototyping levels and testing them on the fly.

 

Responsibilities

  • Level design for Level 1, 2, 5 & 7 

  • Placing level assets with purpose

  • Designed objectives and scoping for all levels

  • Points balancing for high-scores

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ENVIRONMENT & CHARACTER DESIGN

In charge of texturing and designating the visual style for the game. I also designed and animate some of the enemies in the game based on their combat mechanic and specifics given by the designers.

 

Responsibilities

  • Visual Style/ Direction

  • 3D asset generation

  • Character design

  • Boss design

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USER INTERFACE DESIGN

I am in charge of designing the diegetic UI and some game menus

 

Responsibilities

  • Character UI

  • Level select menu

  • Level transition scenes

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PRODUCER

Keeping tabs on individual member’s progress. Initialize meetings with the team and external parties. Using scrum to organize team schedule.

 

Responsibilities

  • Scrum

  • Team coordination

  • Damage control

CHALLENGES

Problem

The agile approach was initially used for managing the team’s schedule but  I soon realized my team is not making good progress in game development as there are too many changes and reviews taking place at the very early stages. We just cannot stick to a single solid idea.

Problem

The agile approach was initially used for managing the team’s schedule but  I soon realized my team is not making good progress in game development as there are too many changes and reviews taking place at the very early stages. We just cannot stick to a single solid idea.

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