Toybox Titans
Lead Game Designer
Toybox Titans is a 3rd-Person Action Shooter that takes place in a fictional setting, using parodies of recognizable 80's era action figures and other toy-lines. The goal of the project is to provide a fun and humorous PVE experience for up to 4 players.
In this project, I have led the game design team (between 4 - 8 members) through 3 iterations of the project (still developing in the 3rd iteration). Jumping from an introductory game design course right into a large group project has given me experience in a fast-paced environment as I took on the lead role without knowing important high and low level design needs.
This project has been very valuable for me as I've greatly improved my Design & Communication skills, both within the game design team and across other teams (such as art and programming).
My Roles:
Lead Game Designer
GDD Management
Level Design
Combat Designer
Core Player Combat Mechanics
Obstacles
Enemy Combat Mechanics
Engine: Unreal Engine 5
Platform: PC
Source Control: Perforce
An early in-engine contribution I made was a laser-beam style trap that would damage the players. This idea was inspired by a part of a level from the Spy vs. Spy game on the original Xbox.
My design goal with this asset was to allow it to be designer friendly, able to tweaked and modified easily while in the level viewport
My gameplay goal was for this obstacle to provide a low-difficulty challenge that affected player's movement & timing skills
The asset ended up being implemented within a boss blueprint later on, which required me to add additional changes to compensate for meshes and beam effects that would get inappropriately distorted within the boss' blueprint
The laser beam effect is a Niagara-effect using a flat ribbon, and I learned how to make the color variables in this emitter instance-editable within the actor's blueprint
In order to stay in theme with the rest of the project, I found and implemented a free Laser Pointer asset, and used UE5's modeling tools to create a small emitter base mesh for the actor
An additional asset I implemented was a Turret and the slow-moving projectiles it would fire. The purpose of this obstacle was to provide a low-difficulty challenge and introduce projectiles as a threat to players.
I used UE5's Modeling tools to take an open-source asset and create more designer-friendly meshes for the purpose of a blueprint actor.
I created many instance-editable parameters so that Level Designers could easily make changes & fine tune the affected gameplay spaces.
I implemented a trailing Niagara effect to the projectile to add visual flair and a sense of velocity.
The setup of this asset allowed another designer on the team to use custom assets to make a turret with a new visual theme (a PEZ dispenser).
For the 2nd iteration of the project, I stepped in to improve the beginning portion of the prototype level. The placeholder-blockout layout included a straightforward path through a cardboard-box that was very dimly lit inside.
My goal with was to create a beginner's difficulty obstacle-area using only the Laser Trap I had created beforehand
I used the UE5 modeling tools to modify the cardboard box asset to have an open roof to allow for more light
I wanted to make sure I showcased some of the different functions the Laser Trap blueprint offered, and settled for 3 different sub areas within the box to avoid making too complex of a layout
1st sub-area is a single Laser Trap going up and down to practice the player's timing
2nd sub-area is double lasers moving in fan-rotations while also crossing over each other, and allows the player to use timing or try out the rolling mechanic for dodging through it
3rd sub-area is a "laser grid floor" style using 3 lasers to practice jumping over dangerous obstacles
I put some objects in between the Player Start and the Box's entrance to have players explore the details of the area more
It was a design requirement for me to implement a trigger system with the entrance that activates the lasers when the first player steps into the doorway
I also included a full-size Laser Pointer static mesh nearby the entrance as a form of foreshadowing to the players, angling the asset to be pointing towards the entrance of the box
As we were getting closer to our 2024 Rookies submission deadline, I took on the task of adding in some in-game cutscenes for the level to add visual flair and polish
The 1st cutscene involved a small, wooden model-car that would roll down a hotwheelz-like track and smash through a destructible wall
In the process, I learned how to use the CineCamera alongside the Camera track assets within Unreal Engine
My goal with this cutscene was a bit free-form, with no big goal in mind. But I did want the cutscene to capture a sense of "downhill-speed"
By accident, I found that having the car go out of view and then zoom by back into view got some good feedback from other team members
The 2nd custscene involved an establishing shot of the boss arena for the end of the level
My goal here was to make sure to get a clear shot of the arena to effectively communicate the playspace for the players
This was difficult as I was working inside a closed-closet setting, which meant I couldn't get wide shots easily, and I also had to show it in relation to where the players came from
I found breaking the scene into two portions worked the best
the 1st portion sweeps from the arena entrance (where the players enter) and rotates to face the center of the arena
the 2nd portion raises high up overhead to get a nice wide shot of the arena
I was nominated to be the Lead Game Designer due to my early work on the Game Design Documentation, and have been in this role for over a year now
The Game Design Team fluctuates from between 4 and 8 active Designers
We work across multiple time zones (spread throughout USA & Europe)
I coordinate Weekly Design Meetings and ensure team members have tasks, review progress, provide feedback, and answer any questions/concerns from team members
I coordinate production times alongside the Creative Director
Create formal documentation formats (especially with Design Tickets in project management apps) for team members to source and follow (examples available upon request)