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Reclaim!

Technical Designer/Gameplay Programmer at Minority Media

Using Chaos jump's tech, Prototype the first version of Reclaim, a VR PVP shooter that went many directions (Capture the flag, 2v2 teams, treasure hunt) before settling for FFA to make the game simple enough for arcades.

Reclaim's prototyping's main challenges were :

  • The locomotion mechanic : working around cyber sickness while offering an interesting way to locomote and make for an interesting balance between shooting and moving.

  • Level design :

    • Building levels that where easy to learn and travel through without getting lost while giving an interesting gameplay experience.

    • Figure out metrics for height changes and angles between platforms to create traveling sequences between platforms.

    • Prototype and conceptualize 360 levels (involving platforms changing the orientation of the player)

  • Powerups : all power ups are attached to platforms modifying their color to make them more attractive from a distance

    • Health pack​

    • Speed boost : making teleportation delays shorter for a couple of seconds

    • Heavy weapon : originally a short range one shot kill weapon creating fun pursuits.

  • Feedbacks : on screen feedbacks in VR can very easily become overwhelming but are a key feature in any competitive PVP shooter. Through usage of 3D UIs and extensive balancing we managed to find the right recipe for feedbacks making them clear but not overwhelming, feedbacks that you could easily pay attention to or ignore through depth perspective.

  • Signs : like in any game signs are one of the most important features for the game to be readable and make it feel intuitive. Using haptics, visuals and sounds, allow players to know even in the heat of the fire fight that they are aiming in the right direction to escape and teleport to another platform.

  • Implement metric files allowing us to change gameplay parameters without recompiling the game

  • Create various metric files and try them with the testing team to collect feedbacks and figure out the appropriate balance.

After a couple of months on various prototypes I joined the production team to :

  • Re-implement the locomotion mechanic

  • Balance the various playable characters we had added to the game

  • Make a pass on Signs and feedbacks

  • Implement auto-calibration (a tool I had conceived and created on another game) to allow for easier operations of the arcade machine

Skills: Replication · IK · Virtual Reality (VR) · C++ · C# · Unreal Engine 4

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