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MORPH

Risk of Rain inspired

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PROJECT DETAILS

PLATFORM:

Windows

TOOLS:

Ue4

Zbrush

Maya

LANGUAGE:

Blueprints

ROLE

Technical designer

PROJECT PARAMETERS

1 Level 2 characters and a system

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Project overview​

Game Identity / Mantra:  

And outlandish rough like area shooter featuring a strange world after world as you jump across maps fighting harder and harder enemies as you move you towards your end goal of finding the final teleporter. 

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Design Pillars: 

Fast, Chaotic, Flashy 

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Genre/Story/Mechanics Summary: 

Using flashy abilities; shoot, explode, dash and slice your way through waves of monsters in this adaptation of risk of rain where you choose a load out of characters and seamlessly switch between them, improve base stats with items to overpower your enemy

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Mechanics

  • Director spawning system 

  • Character switching 

  • Soldier class 

  • Ninja class 

  • Chests for items 

  • Items 

  • Teleporter  

  • AI variants 

  • AI Boss 

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Director system​

For the machanics I wanted to get as close to risk of rain as I possibly could, this was a year long project and half way through I found a wiki on the games main system, the director system so I began to create it.

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TECHNICAL CHALLENGES

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GALLERY

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Morph: Work
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