GLG

Project Downbelow

(2024)

The latest project from Crema ūü§ę

I am working with the Game Design team in order to define the core mechanics for the game.

Task Overview

  • Developing the game from conception to release.
  • Designing core character mechanics.
  • Game balance.
  • Documentation and cooperation with the rest of departments.

Vigor

(2023 - 2024)

Vigor is a Third-Person Extraction Shooter made by Bohemia Interactive.

I collaborated with the Technical Design team in order to improve the game content.

Task Overview

  • Worked with Unreal Engine optimizing multiplayer systems, prototyping new ones, modifying game challenges and adding new UI elements.
  • System design, documentation and management (Confluence).

Howl of Iron

(2022)

This project stands out for being a Prove of Concept as a TFM of the Master’s Degree in Game Design.

Howl of Iron is a Third-Person combat game starring a Mechanical Werewolf.

Task Overview

  • Designed and prototyped game mechanics, combat, UI and enemies: Attacks, Climbing System, Finishers, Enemy Alert System, Enemy AI, etc.
  • Developed tools for Level Designers and Artists: Custom Trigger System, Custom Mesh Actor, Mesh Replacer, etc.

Into the Cave

(2020 - 2021)

Into the Cave is an Isometric Multiplayer Rogue-Lite for browsers.

During the development of this game, I designed and implemented the main mechanics and the UI.

Task Overview

  • Designed the game mechanics, including the weapons, enemies and skills.
  • Programmed in Unity the character handling, transitions and interfaces.
  • Implemented the multiplayer using Photon Pun 2.

Ratchet & Clank UE Prototype

(2021)

This is a Ratchet & Clank prototype made with Unreal Engine in one week.

Task Overview

  • Designed¬†and¬†implemented¬†all¬†the game mechanics and systems, including, among others: Locomotion and exploration mechanics (platforming, attacks and weapons), Data-Driven¬†spawn system (enemies and items), Rigging¬†and¬†Animations.
  • Level Design (test arena¬†and¬†fully playable level).

Other Projects

(2017 - Present)

Want to see more?

  • Check all my projects from 2017 onwards, from indie projects to commercial games.

Vigor

Bohemia Interactive

Vigor

Bohemia Interactive

Howl of Iron

16 Gears

Into the Cave

Gold Pillow Games

Ratchet & Clank UE Prototype

Fan Game

Copyright © 2020-2024 Gerlogu

MY GAMES

‚ö† This part of the website can only be loaded on PC. In case you want to see my projects in other displays or resolutions, click on the following button!

VIGOR

Vigor is a multiplayer looter shooter set in post-apocalyptic Norway.

I worked as Mid Technical Designer prototyping and documenting new features plus being the nexus between the design team and the programming department.

Description

Vigor is a multiplayer looter shooter set in post-apocalyptic Norway.

I worked as Mid Technical Designer prototyping and documenting new features plus being the nexus between the design team and the programming department.

My Contributions

  • Worked with Unreal Engine upgrading multiplayer systems.
  • Testing & Analytics.
    • Data gathering for weapon analytics: Spread, recoil, damage, bullet drop, damage falloff, etc.
    • Test maps & tools: Shooting ranges, obstacle courses, etc.
  • Prototyped new map events.
  • Added¬†new UI elements.
    • Rewards screen
    • Lobby
    • Crosshair Configuration
  • Prototyped new game modes and gameplay mechanics.
  • Designed & implemented seven premium packs (preview scenes and menus).
    • Battle-Hardened Merc
    • Eradication Essentials
    • Annihilation Arsenal
    • Elite Charger Pack
    • Instigator of Doom
    • Civilians Thank Pack
    • Ghost of the North
  • Weapons & Items design + implementation through data-driven systems.
  • Shooting range visual icons implementation.
  • System documentation.
  • Communication between design team and programming department.
  • Landmine placement tools for Level Designers.
  • Onboarding and supervising new colleagues in the design department.
  • The player base has been increased by a 60% since I joined in February, 2023 (¬Ī3500 concurrent players VS ¬Ī8500 concurrent players).
  • Bug fixing & Optimization.
Weapons Design & Balance

Taiga 21

Weapon design & balance. Shotgun added in Season 17.

  • ¬†Balanced & tested weapon parameters:
    • Damage
    • Spread
    • Recoil
    • Fire speed
    • Ammo
    • Etc.

M14

Weapon design & balance. Assault rifle added in Season 18.

  • ¬†Balanced & tested weapon parameters:
    • Damage
    • Spread
    • Recoil
    • Fire speed
    • Ammo
    • Etc.
Premium Packs
Winner / Loser screen

Before

After

Note: The features and contributions displayed here are the ones that were already released or are free from NDAs.

Project Details

  • Studio: Bohemia Interactive
  • Genre: Third Person Looter Shooter
  • Platform: Xbox One/Series S & X, PlayStation 4/5, Nintendo Switch

VIGOR

I worked as Game Designer and Technical Designer on this game as my Master’s Degree Final Project.

Howl of Iron is a Third Person Adventure game that mixes Action and Stealth genres. Made with Unreal Engine.

Description

I worked as Game Designer and Technical Designer on this game as my Master’s Degree Final Project.

Howl of Iron is a Third Person Adventure game that mixes Action and Stealth genres. Made with Unreal Engine.

My Contributions

  • Designed and prototyped most of the core mechanics and systems, including, among others:
    1. Data-Driven Character System: The first version for the character creation system.
      1. This system consisted of generating the different characters of the game around data instead of around inheritance.
      2. This method was prototyped, but excluded from the final version of the game due to the low quantity of characters needed for this project.
      3. The entire documentation about this system can be read here.
    2. Combat System: This system was implemented by using Gameplay Ability System (GAS).
      1. Light and Heavy Attacks: Montages and transition between attacks.
      2. Impacts (UX related): Camera Shake, Particles, blur.
      3. Attack Effects (flyback, pushback, etc.).
      4. Magnetism between attacks to get closer to the enemy.
    3. Cutscene System: Made custom triggers to play cutscenes during the game (after executing an enemy, after reaching a place, etc.).
    4. Save Game System: Used Game Instance and Save Game object to save the player data during the game.
    5. Subtitle System: Used sequences to call static functions that show subtitles on viewport.
  • Designed and Implemented the User Interface (UI):
    1. Worked pair to pair with programming members.
    2. Implemented main menu: Title Menu, Buttons (New Game, Continue, Settings, Credits, Quit), responsiveness.
    3. Implemented the tutorial and a Tooltip System to show videos and tips during the playthrough.
  • Made multiple Tools for Level Designers & Artists: During the project, as a Technical Designer, I developed multiple tools to enhance productivity of team members.
    1. Mesh Distribution Tool: This tool allowed level designers and artists to place objects in a faster way. Its applications can be seen here.
    2. Mesh Replacing Tool: This tool allowed the artists to replace the scenario proxies by the final mesh selecting the old one and the new one.
    3. Custom Trigger Tool: This is the tool used for all the triggers in the game. Every trigger has a list of listeners and events that are called when a actor overlap it and executes custom functions.
  • Successfully pitched the game to different stakeholders.

Project Details

  • Studio: 16 Gears
  • Genre: Third Person Adventure
  • Platform: PC
  • Duration:
    1. Core design and prototype: February 2022 – May 2022
    2. Pre-Alpha: May 2022 РJuly 2022
    3. Alpha: July 2022 РSeptember 2022
    4. Beta: September 2022 РOctober 2022
    5. Gold: Early October 2022 РLate October 2022
  • Team Size:
    1. 6 Game Designers
    2. 5 Programmers
    3. 5 Artists
    4. 1 Producer
  • Engine & Tools used: Unreal Engine 4.27, Maya, Substance Painter, ZBrush
  • Other: During this project I was mentored by industry professionals.

VIGOR

I worked as Game Designer and Programmer during the full development of this game.

Into the Cave is a Isometrical Rogue-Lite with multiplayer elements. Made with Unity.

I took this opportunity to improve my pitching and design skills, managing a complete development process.

Description

I worked as Game Designer and Technical Designer during the full development of this game.

Into the Cave is a Isometrical Rogue-Lite with multiplayer elements. Made with Unity.

I employed this opportunity to improve my pitch and design skills, managing a fully development process.

My Contributions

  • Designed and implemented¬†all the game mechanics and systems, including, among others:
    1. Locomotion and exploration mechanics involving movement, attacks and weapons.
    2. Data-Driven spawn system, involving enemies and items (made by reading CSV files).
    3. Rigging and Animations by using Blender.
    4. Procedural Dungeon Generator.
    5. Game progression between dungeons.
    6. Dialogue System.
    7. New Game+ mode.
    8. Player inventory (Weapons & Items).
    9. Character customization (appearance).
  • Designed and Implemented the Main Menu and UI.
    1. Multiplayer, Settings and Credits menu.
    2. Healthbars, damage information and alerts.
  • Implemented multiplayer mode with Photon Pun 2.
    1. Online save data.
    2. Fully playable dungeon with a companion.
  • Successfully pitched the game to different stakeholders.

Project Details

  • Studio: Gold Pillow Games
  • Genre: Rogue-Lite
  • Platform: PC, Mobile
  • Duration: November 2020 – January 2021
  • Team Size: 5
  • Engine & Tools used: Unity, Blender
  • Awards & Recognition: The game was positioned in fourth place in the New & Popular section of itch.io.

VIGOR

I solo developed this fan prototype of the popular Insomniac Games Franchise: Ratchet & Clank.

This project was developed in one week by using Unreal Engine. The source code is available on GitHub.

The reason of this development was to improve my Game Design and Prototyping skills.

Description

I solo developed this fan prototype of the popular Insomniac Games Franchise: Ratchet & Clank.

This project was developed in one week by using Unreal Engine. The source code is available on GitHub.

The reason of this development was to improve my Technical Design and Game Prototyping skills.

My Contributions

  • Designed and implemented¬†all the game mechanics and systems, including, among others:
    1. Locomotion and exploration mechanics involving platforming, attacks and weapons.
    2. Data-Driven spawn system, involving enemies and items.
    3. Rigging and Animations by using Blender.
    4. Level Design by implementing a test arena and fully playable level.
  • Posted the entire¬†development process on social networks like Twitter and Instagram and a Development Reel for YouTube.

Project Details

  • Genre: Third Person Adventure
  • Platform: PC
  • Duration: December 12 (2021) – December 18 (2021)
  • Team Size:¬†1
  • Engine & Tools used: Unreal Engine 4.26, Blender

HOWL OF IRON

Gameplay Design Contributions

OVERVIEW

During the development of this project I carried out the following Gameplay Design tasks:

  • I helped design all the systems related to the movement.
  • I helped design all the enemies in the game.
  • I designed and implemented the camera system.

DESIGN & Documentation

DESIGN

1. Main Gameplay Mechanics

I designed the main character’s core mechanics.

2. Camera System

I specified how the camera would work.

HOWL OF IRON

Technical Design Contributions

OVERVIEW

During the development of this project, as a Technical Designer, I carried out the following tasks:

  • I made multiple tools and carried out prototyping labor to simplify the work of my colleagues and to visualize what we wanted to implement in the game.
  • I coordinated the design and programming departments.
  • I documented game systems.

TOOLS

1. Mesh Distribution Tool

This tool allowed level designers and artists to place objects in a faster way.

2. Mesh Replacing Tool

This tool allowed the artists to replace the level proxies by the final mesh selecting the old one and the new one.

3. Custom Trigger Tool

This is the tool used for all the triggers in the game. Every trigger has a list of listeners and events that are called when a actor overlaps it and executes custom functions.

DESIGN & Documentation

DESIGN

1. Data-Driven Character System

I designed how the characters would be implemented in the video game. My proposal was to orient the character generation to a Data-Driven system.

2. Data-Driven Sound System

I specified how the sound would be implemented in the project.