Gerlogu

Howl of Iron

Third Person Adventure game that combines Action and Stealth genres. Made with Unreal Engine.

Steamfall, the city of steam, is ruled by a military dictatorship imposed by red gear.

Vincent Volk, an engineer who decides to dehumanize himself after losing all his loved ones, will try to get its revenge.

LAUNCH DATE: November 2022

DEVELOPER: 16 Gears

TAGS: Beat ’em Up, Adventure, Stealth, Third Person, Single Player

Platform:

Windows

Engine:

Unreal Engine 4

Language:

Blueprints & C++

Duration:

9 months

Completion:

November, 2022

Team Size: 17

Role:

Game Design, Technical Design, UI Design, Tool Programming, Combat Design

Overview

Howl of iron is a 3rd person action title with blends of stealth. The city offers several paths and heights to move and attack. Travel through the streets of Steamfall your way. Explore back-to-back each section to find the patrols’ weak spots. Climb buildings to attack from above and escape unfavorable encounters.

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

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

Project Design Goals

  • Improve my skills designing mechanics for a Third Person Adventure video game.
  • Improve my scripting skills as a Technical Designer making different tools for designers.
  • Improve my skills designing combat and enemies.
  • Improve my skills designing UI with Unreal Engine.
  • Improve my skills using Gameplay Ability System.

Detailed Info

These are all my contributions to this project:
  • 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, ect.).
    4. Save Game System: Used Game Instance and Save Game object to save the player data during the game.
  • 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.
Scroll to Top

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 how 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 overlap 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.