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

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.