top of page
Combat Design
Weapons

My work on this project:​​

  • Combat Design

    • Weapons, grenades, abilities, and a number of different enemies

    • Movement system that incorporates sliding, wall-running, dashing, and more

      • I accomplished this task by using Unreal Engine's blueprints. I utilized my knowledge of C++ to enhance workflow and functionality inside of this process

  • Puzzle Design

    • I designed, created, and programmed a "Simon Says" puzzle

  • UI Design

    • I assisted with designing and programming UI elements

      • I accomplished this task by using Adobe Photoshop and Unreal Engine's UMG Widget system

Combat Design:  

Primary Weapons

PrimaryWeapons

The

Hole Puncher

HolePuncherInfo.png

The

Parallel

Processor

ParallelProcessorInfo.png

The

Bigger Iron

BiggerIronInfo.png

Secondary Weapons

SecondaryWeapons

The

Blunderbass

BlunderbassInfo.png

The

Second Chance

SecondChanceInfo.png

Heavy Weapons

HeavyWeapons

The Multithreader

MultithreaderInfo.png
D.D.O.S.Info.png
The D.D.O.S.

The D.D.O.S.

The

Give And Take

GiveAndTakeInfo.png
Enemies
  • Enemies

    • "The Swarm": A melee enemy that constantly seeks out and runs toward the player's location. Once in range, they make melee attacks against the player. As the name implies, this enemy's strength comes in numbers with the ability to overwhelm and swarm the player

    • "The Shield Bearer": A mid-ranged enemy that generates electricity and channels it into a ranged attack. They maintain distance from the player and use their shield as a means of defense

    • "The Brute": A close-range enemy that stomps the ground, sending out a shockwave that damages the player and knocks them back

      • I worked on this enemy for a decent amount of time, but eventually, it was scrapped. This happened due to the complexity of the AI it was going to require, my lack of experience in creating intelligent enemy AI, and time restrictions​

      • The Brute was planned to act as a "support tank" enemy that would rush to their allies and place dome shields for them to stay in. This dome would have allowed for the enemies to attack outward while protecting them from incoming damage from outside the dome

      • The Brute was also planned to have a weapon that would have been its primary form of attack. It was planned to be a wrist-mounted automatic gun

    • "Stationary Turret": An immobile turret that tracks and shoots explosive projectiles at the player. This enemy is easy to hit due to its stationary nature, but provides a constant threat when not respected

      • The "Stationary Turret" is modular and has 4 levels of difficulty:​

        • Level 1: slow fire rate with one attachment​

        • Level 2: moderate fire rate with two attachments

        • Level 3: fast fire rate with four attachments

        • Level 4: (only used for "The Malfunction" Boss Enemy) fast fire rate, random attachment fire pattern, five attachments

    • Boss Enemies

      • "The Malfunction"

        • As the only "Stationary Turret" to use Level 4, this Boss is a formidable foe for the player to face

          • Level 4 allows this Boss to fire a constant barrage of explosive projectiles at the player. Instead of following a set pattern, the projectiles shoot out of random attachments.​

        • "The Malfunction" features a unique ability that allows it to stop the player in their tracks and teleport Syber to itself

          • This ability has a cooldown after every use

          • This ability has a line of sight condition that requires LOS from itself to the player

          • The ability can activate​ at random chance while the LOS condition is true and the cooldown is at 0

The Swarm Showcase

The Shield Bearer Showcase

The Brute Showcase

Grenades
  • Grenades​​

    • "Sticky Grenade": A grenade that the player can throw out and stick to surfaces and enemies. Once the grenade has stuck itself to a surface or enemy, it begins to blink and then detonates after a short delay, damaging all enemies within a radius

    • "Frag Grenade": A grenade that is utilized by the perk on The D.D.O.S. Rocket Launcher. This grenade explodes after a short delay and damages all enemies within a radius

      • This grenade was originally going to be one that the player could choose between the Sticky Grenade and itself. This idea was scrapped due to time restrictions and the Frag Grenade was later utilized for The D.D.O.S.​

Sticky Grenade Showcase

Abilities
  • Abilities

    • "Gravity Vortex": This ability allows the player to create a black hole at a location that pulls enemies towards it and traps them while it is active

      • To use Gravity Vortex, the player must press and hold the ability 1 button which will begin the channeling phase of use. While channeling, the player can look at a surface and then release the ability 1 button. Upon release, the black hole will spawn at the channeled location

    • "Firewall": This ability allows the player to create a wall of fire at a location. If an enemy traverses through the wall, they will catch on fire and take damage over time

      • To use Firewall, the player must press and hold the ability 2 button which will begin the channeling phase of use. While channeling, the player can look at the ground and then release the ability 2 button. Upon release, the wall of fire will spawn at the channeled location​

Gravity Vortex Ability Showcase

Firewall Ability Showcase

Puzzle Design

Puzzle Design:  

  • Syber Says

    • I have designed, created, and programmed a "Simon Says" puzzle. This puzzle contains multiple moving pieces. A panel of flashing lights, a conveyer belt, an input panel, and a Power Cube all work together to create a challenging puzzle for the player

      • Note: Power Cubes are interactable objects that help the player open locked doors​

    • How it Works:

      • The player will watch as a panel of lights will flash in a certain sequence. The player must then repeat that sequence on the identical input panel. If the player accurately recreates the sequence, then the conveyer belt will move the Power Cube forward one position. If the player fails to do this, then the Power Cube will move backward one position. The player must correctly repeat enough sequences to move the Power Cube to the final position where a second conveyer belt will bring it to the player.​

Simon Says Puzzle Showcase

Project Length:  December 2021 - May 2022

Team Size:  6 members - Hunter Holbrook, Chris Lenhart, Julia Oliver, Tyler Katz, C.J. O'Brien, Zack Foy

Player Experience Goal:  The goal for this game is to provide a fast-paced, first-person shooter that rewards the player for being creative with what they're given

©2022 Hunter Holbrook

bottom of page