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Hell of a Rescue

Developed in Unreal Engine

"Hell of a Rescue"  is a 2.5D isometric adventure/ strategy game where you play as Rufus, a punk rock deadbeat musician, who must cross corporate hell to find and save Euri from abandoning music forever and selling her soul to her workplace. Developed in a large group as part of my Masters in Professional Game Development.

Key Contributions

  • Player Movement & Mechanics

  • Puzzle Mechanics

  • Audio Programming

  • Tools Development

During development, I was responsible for ensuring the player experience was fun and refined and interactef with the world in a seamless way. Also, I created many design tools to improve the testing and balancing phase for our designers.

Player Movement & Mechanics

  • Player can move around by clicking or holding the mouse button, inspired by Baldur's Gate 3 and LOL.

  • Objects will be highlighted if they can be interacted with to progress puzzles or talk to NPCs.

  • The player has the many abilities. Dash, Area Search, and Area Stun are all controlled by a cooldown manager and help the player find hidden objects, slow enemies, and move around faster.

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Puzzle Mechanics

  • Completing puzzles offers an alternative route to completing each level.

  • Most puzzles are interacted with by using the bottom row of keys on the keyboard, which acts as a scale for the player's omnichord

  • ​The game keeps track of the number of puzzles completed to determine the game's ending.

  • Puzzle manager controls puzzle completion states and updates world objects accordingly.

Audio Programming

  • Collaborating with the audio team, I developed an audio manager that can be called to dynamically change the music based on the game's hidden violence score.

  • ​Player abilities use Unreal Engine's Quartz Clock to sync to the beat of the music. Similar to a system used in Hi-Fi Rush. Player windup animations stretch or squeeze to land on time.

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Tools Development

  • I updated and iterated on many tool systems to help designers during development.

  • Early tools involved creating data assets containing variables for player abilities and stats.

  • Later tools involved direct CSV spreadsheet integration for easy adjustments to a build and a hot reload feature for rapid testing.

  • I created many cheat codes to speed up testing of narrative conditions and specific levels.

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