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NEILA

OVERVIEW

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Woken. Modified. Telekinetic. Your escape starts now.

  • Designer Icon

    Technical Designer

  • Prototype Icon

    7 Weeks (2025)

  • Person Icon

    17

Unreal Unreal Unreal Unreal
Action Supernatural Singleplayer Sandbox Physics Third-Person

My Contributions

  • Designed and prototyped gameplay features and mechanics.
  • Developed custom blueprints/interactions for level designers.
  • Collaborated with programmers on optimizing my prototypes.
  • Designed and developed enemy AI, including behavior trees.
  • Implemented animations through blend spaces, animation blueprints, and montages

DEVELOPMENT

Project Timeline

Week 1 | Ideation

Prototyping, pitch, feedback, iteration

Week 2 | Pre-Alpha

Development of essential gameplay systems and frameworks

Week 3 | Alpha

Core mechanics implementation, level blockouts

Week 4 | Iterations

Playtesting, refining art direction and mechanics, adding 'juice'

Week 5 | Beta

Level dressing, finalize mechanics / features

Week 6 | Polishing

Bug fixing, performance optimization, more playtesting

Week 7 | Candidate Master

Final polishing touches, marketing materials, feedback

How Did We Decide On An Idea?

Given combat and sandbox as our genres, we established a few core goals to guide our decisions:

  • One core mechanic complemented by 1-2 additional player abilities, all designed for interaction.
  • All mechanics would feature multiple uses, both in and out of combat
  • A dynamic environment that encouraged players to experiment with the tools provided

With our full team assembled, we immediately collaboratively brainstormed and documented ideas, keeping our past prototypes and chosen genres in mind. The designers then combined these ideas into three different packages, each with a concise pitch. Following a team vote, a pitch was selected.

Platforming Clips

Target Audience & Experience

Drawing from our gameplay inspirations, we analyzed their common audiences, noting their likes and dislikes:

  • Single-player, online-social experience for ages 15-40
  • Create situations for players to experiment with enemies and the environment
  • Avoid overwhelming players with an overabundance of weapons or abilities
Platforming Clips

Prototyping Telekinesis

Inspired by Control, I felt that telekinesis as a core player ability was perfect for a combat-sandbox type game. It offers extensive freedom, enabling interaction with entities and the environment, causing destruction, and solving puzzles.

My prototype focused on replicating Control's "Pull" ability's feel. While the core logic was in Blueprints, I discussed with a programmer about implementing custom C++ nodes for optimization later on.

Implementing Animations for Enemies

Montages proved invaluable for playing quick animations, particularly for enemies taking or dealing damage. The Scientist utilized an animation blueprint to manage its looping animations, such as walking, pull attacks, and being stunned.

I struggled with implementing the procedural animation our animator created for the Spider. Due to time constraints, we had to revert to a standard walk cycle. I'm hoping to revisit this in the future, as smoother movement transitions across different surfaces were also something we wanted to achieve.

Implementing Animations for Neila

Neila's diverse movement, especially when using telekinesis, required careful animation management. To keep her animations structured and consistent, I built two separate blend spaces and a state machine within the animation blueprint. During telekinesis, I track the player's movement direction and speed to ensure a proper blend between the different animations.

Designing a More Advanced Enemy

As the player's captors, Scientists were designed for building tension and showcasing strength. Using a behavior tree for the first time, I began the design with a slow, menacing walk culminating in a powerful slam attack with knockback.

Collaborating with artists, we gave them a steam engine weakpoint on their back for significant damage. To make it possible to reach, I enabled the player to stun Scientists with their telekinesis.

I initially experimented with the weakpoint being the only way to damage the Scientists, and stuns dealt no direct damage. However, this approach led to overwhelming feedback about difficulty and frustration. So, I revised it to include a damaging stun while upgrading the weakpoint to be a one-shot.

To balance their slow movement with their threat level, I gave them a beam attack that pulls the player. Early playtesting showed that an auto-latching beam was too frustrating. To make it more avoidable, I designed a version with a charge-up period, a moving beam that sweeps in a radius towards the player, and the ability to cancel the attack with stuns.

Reworking the Ball Enemy

The Ball was our first enemy, designed by a teammate as a common, easily defeatable foe that also offered opportunities for player experimentation. While I believe it largely succeeded, we received significant feedback regarding confusion about its identity as an enemy and its overall purpose. To clarify this, I adjusted its behavior accordingly.

Before Image

Before (Initial Concept)

  • light and bouncy
  • appears non-threatening
  • confusion on attack/purpose

After (Refined Version)

  • heavy and resilient
  • aggressive attack/damage
  • consequence for pulling

Role as a Tech Designer

For this project I mainly focused on:

  • Designing and prototyping mechanics/features
  • Implementing animations
  • Developing AI enemies

However, I had other repsonsibilities, making it my personal goal to have every component I worked on be understandable and modifiable so other disciplines could use them with ease. If a level designer had a request, I would do my best to make their workflow easier.

Some Examples Are...

REFLECTION

Working with a larger team for a shorter period of time can have its difficulties, but we did a good job of creating a strong core from the beginning that we stuck with throughout the project. We took feedback in stride and adjusted when needed. I learned a lot of technical knowledge about UE5, behavior trees, implementing animations, and prototyping blueprints that were readable and usable for other disciplines. However, I also learned a great deal about target audiences, marketing strategies, conducting playtests, delivering staged builds (pre-alpha, alpha, beta, etc.), and working with project managers. This project was a great experience and I hope to continue improving it and upon myself going forward.

Neila Wave Image