Gerlogu

GLG

Non-commercial Games

All the personal projects I have worked on.

Non-commercial Games

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. Made with Unreal Engine 4.

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.

Ratchet & Clank - Unreal Engine Prototype

(2021)

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

This personal project source code is fully available on GitHub.

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).

Stigma Protocol

(2020 - 2021)

My TFG project. Stigma Protocol is a Vertical Slice done as a final project for my Bachelor’s Degree in Game Design and Development. Stigma Protocol is an isometric Twin Stick Shooter with RPG and Souls-Like elements. Made with Unreal Engine 4.

Task Overview

  • Designed the whole game: Enemies, systems, level, weapons, upgrades, etc.
  • Developed tools for building positioning (level design).

Into the Cave

(2020 - 2021)

Into the Cave is an Isometric Multiplayer Rogue-Lite for browsers, made with Unity.

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.

Cathartic Future

(2020)

3D Animation subject project qualified with honors. Made with Unity & 3DsMax.

Task Overview

  • Character Rigging, 3D Animations, Physics System (cords and elastic meshes).

Shinobi No Noboru

(2020)

Multiplayer arcade game for browsers where players must jump from log to log to evade falling down.

Task Overview

  • Scripting using Phaser 3 and Javascript, Core Design, User Interface.

Revenge .44

(2020)

My first 3D game. Winner of the URJam 2020. FPS where the player must avenge his family. Made with Unity.

Task Overview

  • System design, UIdocumentation and management.

Triangles.exe

(2019)

This game is a Overhead Dungeon Shooter I developed with Unity in 48 hours as a personal challenge.

Task Overview

  • System design, scripting, documentation, management and level design (10 levels).

Orickgins

(2017-2018)

Orickgins is a 2D Overhead Shooter developed during the first year in the Bachelor’s Degree.

Task Overview

  • System design, scripting, documentation, management, level design (8 levels).

Ultimate Space Shooter

(2022)

Example game developed to show the functionalities of my Unreal Engine Asset: Bullet Hell Editor.

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, ect.).
    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 – July 2022
    3. Alpha: July 2022 – September 2022
    4. Beta: September 2022 – October 2022
    5. Gold: Early October 2022 – Late 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 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

Description

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

Stigma Protocol is a Third Person Adventure game that combines Twin Stick Shooter elements with Souls-Like ones. Made with Unreal Engine.

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 weapons, revive system and inventory.
    2. Data-Driven spawn system, involving enemies and items.
    3. Rigging and Animations by using Blender.
    4. Level Design by implementing a fully playable level.
  • Wrote and implemented all the narrative.
  • Designed and Implemented the User Interface (UI):
    1. Implemented main menuTitle MenuButtons (New Game, Continue, Settings, Credits, Quit), responsiveness.
    2. Implemented the HUD (Health bar, stamina, money, dialogue bubble, etc.)
  • 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. Scenario Prop Placement Tool: Allowed the artist to place every prop and building in the scenario by using a custom actor and selecting the desired mesh from a enumerator.
    2. Physical Cable Tool: Allowed the placement of physically animated cables in the scenario.
    3. Dialogue Editor: This tool allowed the creation of dialogues through the use of graphics, facilitating the application of choice branching.
  • Successfully pitched the game to different stakeholders.

Project Details

  • Studio: Gerlogu Games
  • Genre: Twin Stick Shooter
  • Platform: PC
  • Duration: October 2020 – October 2021
  • Team Size: 4
  • Engine & Tools used: Unreal Engine 4.25, Blender

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.

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.