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HH Main Menu.png

Platform:

PC

Enigne:

UE 5.3

Duration:

4 Months

Role:

Team Lead
Technical Designer

Team Size:

3

Overview:

Hellbound Heroes was the final project at I worked on at Full Sail, so naturally I had the most prior experience when going into this one. I was the group leader since the game's concept, stemmed from a game prototype I created in the class before starting capstone (the final project).

Leading this group had it's stresses, but I learned a lot working with my team on our final project. One of the first things I ensured we did was, at the very start, sat down together and discussed our concept and the kind of game we were all trying to make, while also establishing each team members skills and proficiencies. 

We decided to shoot for something like the game Gunfire Reborn. With the broad concept being the same as the original prototype "A game about battling enemies and getting stronger while delving deeper into a dungeon to defeat the ruler of the underworld.".

I quickly set out to create a strong foundation for my group members to be able to focus on their respective roles without worry. By the end of the first two weeks, I had the base enemies, the first sword, and the first boss implemented into the game. While my other group members focused on the magic abilities and level respectively.

 

We kept up the grind over the final four months at Full Sail and continued to add content, make reiterations, and fix bugs. All in all, I'm very happy with how much I was able to accomplish on this project and how much I learned. It was rewarding to see a project through from nothing to a full playable experience.

Below I have the trailer for the game, some general gameplay, and below that, a detailed list of things I contributed to the project

Trailer and Gameplay Videos:

Please take note that the videos reflect the work of the entire team.
(Though I did edit the trailer with very little editing experience)

Detailed Info:

Weapons:

  • Created Enums to store and reference weapon names and types within blueprints.

  • Implemented 9 different weapons. Pistol, Auto Rifle, Shotgun, Sniper, Grenade Launcher, Rocket Launcher, and 3 swords with different hit detection lengths and stats.

  • Implemented the code for each weapon in the game. Projectiles, Hit Scan, and Melee.

  • Added varying accuracy to the weapons. 

  • Bullet hit effects on enemies and objects. Sounds and particle based on surface.

  • Added recoil amounts to the weapons in the game.

  • Created the ammo system to store ammo in the player blueprint including max amounts.

  • Implemented weapon ammo pickups for each different ranged weapon in game.

  • Implemented code and animations for each guns' reload.

Scripting:

  • Created a blueprint to spawn an enemy of an designers choice at a specified range from the player. With in-editor visuals to aid in clarity of enemy type and location.

  • Added a music system with controls. Allows players to pause/un-pause, go forward and back through songs, as well as shuffle the music.

  • Added the experience, leveling system, and stat points.

  • Created the damage numbers and experience numbers that pop up from shooting/defeating enemies.

  • Made a blueprint that tracks the enemies remaining in a room and controls the doors to force the player to engage with enemies to progress through the level.

  • Created the slots on the player that allow for items such as weapons to be picked up and stored on the player character.

  • Implemented a system using the game state to transfer items and stats when transitioning.

  • Created a designer friendly chest blueprint that players can open to the predetermined items.

  • Made the system that transfers the player between levels.

Enemies:

  • Implemented enemy models, animations, and attacks.

  • Implemented Enemy AI using blackboards and behavioral trees.

  • Implemented both bosses, models, animations, and attacks.

  • Added variation to enemy clothes and looks, as well as frost variants.

  • Balanced enemy health amounts and damage.

Level design:

  • Created the tutorial that introduces all the main mechanics to the player. 

  • Implemented the landscape and assets in the tutorial.

  • Did all the scripting for enemy spawns and on screen prompts present only in tutorial.

  • Designed the layout of tutorial to be simple and linear for players to have the opportunity to learn the games mechanics.

Miscellaneous:

  • Implemented player facing feedback on level up. Sounds and screen effect.

  • Implemented sounds and SFX for all guns firing.

  • Created the prompt text that shows up the interactable items in game.

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