New Enemies to challenge the player and promote a diverse weapon loadout

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Mafioso Limo

A tankier, larger version of the Mafia Sedan. Boasts higher health, armor, and passenger count but at the cost of speed. Passengers in the Mafioso Limo pop in and out of the different windows (including the sun roof) of the car making hitting them more difficult (adding to the vehicle’s tankiness). The Mafiaso Limo sports bullet proof windows that must be destroyed before the driver can be damaged. 

Motorcycle (with sidecar)

Fast, aggressive, close range enemies that pressure the player to act quickly. Acts as easily killable swarm unit, but can deal high damage if they can reach/stay near the player van. Sidecar motorcycles can deal large amounts of damage and act as glass cannons. Often equipped with close ranged weapons such as grenades or shotguns. Sidecar motorcycles equip more powerful weapons but are slower and even more vulnerable

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Sniper

A tankier, larger version of the Mafia Sedan. Boasts higher health, armor, and passenger count but at the cost of speed. Passengers in the Mafioso Limo pop in and out of the different windows (including the sun roof) of the car making hitting them more difficult (adding to the vehicle’s tankiness). The Mafiaso Limo sports bullet proof windows that must be destroyed before the driver can be damaged. 

Monster Band

A game about heists and high speed getaways

  • Team Size: Solo Project

  • Development Time: 2020, 4 months

  • Status: Prototype

  • Tools Used: Unreal, Blender, Adobe Suite

  • Platform: Android, IOS, PC 

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Overview

Cash Force is a high-octane arcade VR shooting game where players take the role of an undercover cop gone rouge fleeing the scene of a heist in a colorful 70’s crime film esque setting. Players must defend their stash of cash from pursuing thugs using an assortment of highly intractable weapons, shooting their way through waves of pursuing enemies while engaging in combat out of the back of a moving heavily armored van. Carefully plan escape routes before fleeing the scene of the crime, but remember, the higher the risk, the higher reward! Earn cash from performing skillful shots on enemies and purchase upgrades to improve weapons and the van. But be careful: the more damage the van receives, the more cash is lost; its game over if you run outta’ cash!

My Role:

I joined the Cash Force team, Holo Hexagon after they had completed their initial prototype. I was brought on as a Combat and Systems Designer to design new weapons, overhaul the enemy AI, and create player progression systems. As the project has progressed I've also taken up the additional role of implementing animations and characters in game. 

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Diversifying the player's arsenal with new weapons that each feel unique to handle.

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Battle Rifle

A late game generalist military rifle that’s effective against armored targets. Its two round burst allows players to remove an enemy's helmet and head-shot them in one trigger pull. It's greatest weakness is its high price tag.

Handling Distinction:  Two round burst fire, charging handle on the back of the weapon, extended magazines require magazine flip. Accuracy is most controllable when shouldered and held with two hands. 

New Enemy attacks to make more engaging, rewarding, and fair combat

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Flash Attack 

Enemies look like they're constantly shooting their weapons at the van but only occasionally will a shot actually have a chance of damaging the player or van. Damaging attacks are telegraphed by a brief visual flash before damage is dealt --giving the player a chance to quickly dispatch the enemy or duck for cover. Flash before attacking allows fast firing weapons to still give the illusion of the player being under heavy fire while still allowing the player to react to threats.

Charge Attack

Charge Up attacks are single attacks that require enemies to “aim/charge” for several seconds before firing. When enemies reach a certain range to the player van they begin charging. When charging/aiming the enemy's weapon or weapon scope slowly begins to glint brighter and brighter, when the shot is nearly charged the scope briefly flashes and then the attack is made. Charging attacks can be interrupted by dealing an amount of damage to the attacking enemy in a short window of time. This type of attack gives the player time to respond to a significant threat --giving us a way to create powerful sniper-like attacks without it feeling unfair to the player. 

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Projectile Attack

For projectile attacks enemies fire/throw a (relatively) slow moving projectile (such as a missile or grenade) towards the player. These projectiles move slowly enough that the player has a brief chance to shoot and destroy the projectile before it hits them. Projectile attacks provide variety by giving the player a target that moves strangely and requires tracking a fast moving target.

  • The ease of destroying projectiles from this type of attack is largely based upon weapon choice which adds another factor to weapon choice.

Reflection:

Cash Force was created under champlain game studio

Cash force successfully went through to the second semester and I was drafted by Holo Hexagon. This provided excellent experience in the onboarding process as well as a switch from being a design lead to working under fellow teammates. 

Joined the Holo Hexagon team and helping them bring their vision to life was a fantastic experience. The competence and and professionalism of my teammates carried us even through the scary transition of moving from to a fully online work environment due to the COVID-19 virus. My role in combat design gave me opportunity to work closely with artists and programmers to bring weapons systems to life. 

The COVID-19 virus has challenged the Holo Hexagon team to quickly adapt to working from home. This was a bit of a rocky change at first but our new work meeting schedule has actually allowed me to work more closely with programmers --helping me implement my features in record time. 

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The Team

Production

Austin Roorda: Lead Producer

Brett Schwartz: Business/Marketing Consultant

Louis Klarfield: Associate Producer

 

Programming Team

Josh Grazda: Lead Programmer

Cameron Belcher: AI

Michael Zheng: Systems, Tools

Kelly Herstine: Gameplay, Generalist

Art Team

Adam Streeter: Lead Artist

Kaylee Sharp: Characters

Jonah Vita: VFX/Animation

 

Design Team

Karl Lewis: Lead Designer

Emmett Friedrichs: Levels, Product Owner

Lauren Ritze: UI/UX, Narrative

Harry Goetz: Experience, Systems

Joseph Apicella: Combat, Systems

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