Tex-Mechs
Tex-Mechs is a first-person mech shooter made in Unreal Engine 4 by a team of 18 student developers over 16 weeks. In its single-player campaign, the player must kill hordes of insect monsters using a giant mech suit equipped with iconic wild West weapons. I served on the project as both a Combat Designer and Level Designer.
As a Combat Designer, I implemented many of the game’s combat encounters, including all of the tutorial section’s. I used a combination of hand-placed spawns points, data-driven wave controllers, and a director Blueprint to create a streamlined combat experience. Additionally, I helped design and code the enemy AI. I used Blueprints and Behavior Trees in order to create three different enemies that with unique behaviors. Lastly, I coded the mech cockpit’s bobbing effect.
As a Level Designer, I planned, built, and set-dressed several parts of the game world. I was the sole designer of the and “Riverbed” level, and later I took over the tutorial level. We used Unreal’s landscaping tool to sculpt out the environment, then filled it in with static meshes, foliage, NPCs, and pick-ups.
Project Details
Postitions: | Combat Designer Level Designer |
Engine: | Unreal Engine 4 |
Team Size: | 18 developers |
Development: | 16 weeks |
Design Pages
Postmortem
What went well...
- Levels seamlessly meshed together to creatie a cohesive, natural-looking world.
- Tutorial section taught game mechanics natrually using diegetic teaching methods.
- Enemy AI behevior coordinated well to create fast-paced dynamic combat.
What went wrong...
- When the team fell behind in development, we abandoned our original plans instead of sticking to our planned designs.
- Last-minute gameplay additions to milestones resulted in less time for integration and bug-fixing.
- Having to completely redo several levels in the middle of development forced cuts to several planned features.
Even better if...
- Use early development time to determine what kinds of level layouts create the most interesting and fun gameplay.
- Levels should be designed with a primary focus on supporting mechanics in order to create more satisfying gameplay.
- Use playtesting early in development in order to better understand what features are working and what should be cut.