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Game Project 4, Ballistic Hamsters, UE5, 4 Weeks

Ballistic Hamster is a Third Person Shooter that´s both single player and multiplayer where I worked as a Level Designer, Audio Designer and Narrative Designer. My first objective was to write the Narrative for the game.

Ballistic Hamster is a Third Person Shooter that´s both single player and multiplayer where I worked as a Level Designer, Audio Designer and Narrative Designer. My first objective was to write the Narrative for the game.

I gave myself one hour to come up with multiple scenarios/settings for the game. We went with lab experiment gone wrong with realistic assets. While working on the scene dressing, I started writing lines the animals would say in game.

I gave myself one hour to come up with multiple scenarios/settings for the game. We went with lab experiment gone wrong with realistic assets. While working on the scene dressing, I started writing lines the animals would say in game.

At first we had multiple animals hence some outdated lines that were either rewritten or scrapped. The theme I went for is similar to Conker´s bad fur day because it suits the overall feeling for the game well. Hamsters shooting rockets needs humor.

At first we had multiple animals hence some outdated lines that were either rewritten or scrapped. The theme I went for is similar to Conker´s bad fur day because it suits the overall feeling for the game well. Hamsters shooting rockets needs humor.

I had written down lines I know I could voice and make it sound authentic, funny and natural. I thought of a system where certain lines would have replies that your enemies would say. In the end, we went for them automatically answering the quips.

I had written down lines I know I could voice and make it sound authentic, funny and natural. I thought of a system where certain lines would have replies that your enemies would say. In the end, we went for them automatically answering the quips.

The other Level Designer started designing the level while I started on the background. I used assets I was familiar with and used Mixamo characters and animations. I had plans for a cutscene on how the hamsters were made but we changed the art direction.

The other Level Designer started designing the level while I started on the background. I used assets I was familiar with and used Mixamo characters and animations. I had plans for a cutscene on how the hamsters were made but we changed the art direction.

Before we changed the art direction to be stylized, I was working on the cutscene and implementing animations that I do often. I was playing around with the camera to find the best angle and play the correct animation and the correct time.

Before we changed the art direction to be stylized, I was working on the cutscene and implementing animations that I do often. I was playing around with the camera to find the best angle and play the correct animation and the correct time.

With my history of making simple cutscenes, we agreed that each level would have an opening cutscene to show off the environments I made in the background (Skybox).

With my history of making simple cutscenes, we agreed that each level would have an opening cutscene to show off the environments I made in the background (Skybox).

After working on the Skybox for about two days, implementing animations, writing human dialogue and figuring out how I wanted the cutscene to play out, the art direction changed. Without pouting, I made changes that in the end benefited the  end product.

After working on the Skybox for about two days, implementing animations, writing human dialogue and figuring out how I wanted the cutscene to play out, the art direction changed. Without pouting, I made changes that in the end benefited the end product.

I was still doing the backgrounds to levels but was also in charge of finding music for the game. Some songs needed mixing due to swear words and/or other themes, so I used Audacity. I wanted a main menu song that would rival Rocket League´s.

I made three opening cutscenes to each level, only one will be played at random out of the three. This level saw one of the biggest changes because it was a lab at first that turned into this beautiful Asian setting.

I have made music for earlier games but unfortunately there wasn´t enough time. I went for a more upbeat and feel good music that no matter how you play, you will enjoy the experience on a music standpoint alone.

Here I showcase my voice acting "skills". I love trying out new things so on my free time I recorded the lines I wrote. Made pitch changes and viola! Players can choose between 4 options, then it plays one random line out of 10-20. Lines had variations.

We ran into unseeable situations during the project, with three days left, we needed one more level. I took on the challenge even though I had other objectives. There was no time for blockouts so I had to start placing out the assets.

I designed the map for a total of eight players with plenty of height variations to utilize the players movement. It hosts plenty of ramps, inside space, outside space, lanes and so much more.

Power Tower was the only map with different variations to the background.

We had no artist on this project so we were given 100$ to buy assets. That´s how it was possible for me to use 5 different environments.

Picture of the skybox that was in the final product.

Picture of the skybox that was in the final product.

Multiplayer battle.

Multiplayer battle.