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Project Gray

Role

Solo Designer

Engine

Unreal Engine 4

Tenure

2019-2020

Genre

3rd Person ARPG

Platform

PC/Gamepad Controller

Project Gray is a passion project with the hopes of creating a high-fidelity game set in a heavily grounded fantasy world. Project Gray set out to change the common understanding of what it would feel like to be an "adventurer" fighting common enemies like Orcs and goblins under much more dire conditions.

One of my game design pillars when creating Project Gray was always emphasizing connecting the player to the avatar. This pillar made its impression on the game, from the weighty hit reactions all the down to the player's attack inputs.

The player's current movement vector decided on attack inputs and if the left mouse button (or R2 on controllers) was tapped or held. Using the player's movement allowed the player to control how the character swung the weapon. This extra control allowed the design of an extremely precise hit detection system and required the player to think about the combos they were performing.

Project Gray Attack Inputs.gif

The second game design pillar was Immersion, and it was important to me that the player feels like the avatar, not someone playing the avatar. UI creates a clear division of what you can see and want the avatar can see, so I wanted a spotless interface, nothing on the screen whatsoever so that the avatar and the player have the same information available to them—leading to me recreating the standard health bar found in 80% of games. Project Gray still had a health bar from 100 to 0 because there needed to be a way for some attacks to hit harder than others, but it was not showcased and was only used in the game's background. I also didn't want to run into a case where you could be on one hit kill, and something light like a kick would suddenly make your heart stop beating. I opted to use three health states. Instead, the player could either be healthy, injured, or at death's door. Healthy was pretty straightforward, and just a starting point for the character; injured was a slight change in attack speed and a visual indicator that the fight was going south, but Death's Door is where things got interesting while in the Death's Door state, AI would still use their regular attacks, while mixing in some "finisher moves."
Finisher Moves were two-step moves that would kill the player if they got hit by both attacks. The first slide above shows an example of a finisher move. The orc kicks the player and then slams down his massive machete. The fun part comes in the timing of the attack; there is a very narrow window that allows the player to dodge out of the attack too early, and his allowed turn radius still hits you too late, and you've already been hit. This gave the game a natural feeling revive system because you were already dead by all accounts of a classic game.

"I cannot wait to see what the future holds, this game has the potential to be great!"                                                                                                       -Magmix

"The animation quality is superb and feels better than even an average AAA title." 
                                                                                     -Naiks

"I think this could be really good! The arenas were well designed and I really enjoyed the character design also."                                              -Piercepage

" I must say it looks professional ..... The animations are really good, the moves look similar to real combat
                                                                               -Clesak

"Very well Executed for the style of combat you're going for"
                                                           -Novemeber Eve

Project Gray UE5 comment.gif
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