Scrapshoot

Core Contributions

Movement
Mechanics

Created movement mechanics for the character, including the abilities to vault over scene objects, double jump, and glide.

Modular Gun
System

Developed gun components that could be used to dynamically modify aspects of the player’s gun to change playstyle.

Systems
Integration

Built off of an established codebase to add features and gameplay to suit the vision of the game.

Level Design
Tools

Created blueprints and tools to assist other developers in fleshing out their scenes.

Overview

 

Scrapshoot is a fast-paced, FPS rogue-like game designed by a team of friends during the final semester of our grad program. It started as a theory dream a few friends came up with, that ended up expanding into a group project. We wanted to combine elements of rogue-likes and shooter to create a frantic and satisfying experience.

Design & Development

 

For this project we developed around an established code base and asset pack set up by one of out earliest teammates. My contributions mainly lied in polishing the core gameplay of the character, so much of my time was dedicated to modifying the asset pack as I saw fit.

One of the main things I spent time tweaking was the feel of the player character. The movement of the character initially felt rather slow and floaty, which didn’t fit the vision of a tight, fast paced shooter experienced. I spent a good amount of time polishing up the movement values, focusing on reaching a quicker, heavier feel that made the movement feel responsive, intentional, and satisfying. I also added a few additional movement mechanics to spice up traversal, such as dashing, double jumping, and vaulting over objects.

With the gun, my goal was to make it as customizable as possible. This was handled by setting up a gun attachment system that modified aspects of the gun as you collected them. I teamed up with the prop artist of our team to represent this visually, as each gun modifier was represented by a component that could be found in the scene and attached to the gun. For example, you could find a nozzle in the scene that you could visually attach to your gun and alter the spread of your gun. I wanted to make sure that this system was simple to develop with, as well as scalable in the event we decided to return to this project in the future.

The Team

Jacqueline Bornstein
Jarrett Rhodes
Samuel Roberts
Taylor Welling

Paxton Klotz
Michael Marte
Sean McDermmott
Kenneth Morrison
Jason Richards
Thi Tran

Gaelen Dignan
Chesalon Taylor
Brenan Wayland

Lighting Artist / Project Manager
Level Designer
Level Designer
Project Manager

3D Artist (Props) / Concept Artist
3D Character Artist
Animator
Animator
3D Environment Artist
VFX Artist

Programmer / AI Designer
Technical Designer / Programmer
Technical Designer / Sound Designer

 

Gameplay Demos