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A first-person shooter developed with Unreal Engine
A Doom-like game demo exploring the design of high-speed shooting mechanics.
Team Members:
Myself – Player controller design, interaction design
Ashwin Gandhi – Level design
Lou Yue – Project management, enemy design
Isabell Liang – Narrative design
Gameplay
Use a classic DOOM-style controller to switch between primary and secondary weapons, jump, and dodge—outmaneuver your enemies with speed and precision!
We focused on creating a pure and streamlined combat experience, built around simple, responsive controls that put the action front and center.
Design Goals
A pure exploration and combat experience
Design Challenges
I was responsible for this team project's player controller and interaction design.
My biggest challenge was finding a way to introduce a touch of innovation within a traditional FPS framework and turn it into the killer feature of our game.
To address this, I designed a dual-weapon switching system, allowing players to equip two weapons simultaneously and fire them independently using the left and right mouse buttons.
This was also my first time developing a game using Unreal Engine, which made learning and adapting to a new engine another major challenge throughout the development process.
Design Process
In our team collaboration, each member took on distinct responsibilities, which allowed us to pursue a larger-scale game design than would have been possible individually.
Since our team lacked a programmer familiar with Unreal Engine, we developed the game using Blueprints and various pre-built assets. I studied the base controller asset we used and customized it to fit our game’s needs, focusing on modifying the weapon switching system, which became a core part of the player experience.
After finalizing the controller system, I designed and implemented the HUD UI, allowing players to monitor their current status and equipped weapons at all times.