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This game was a group project coded from scratch, using an engine programmed by the team. Middleware such as PhysX was implemented, however, the graphics, GUI, sound manager, particle systems, input and asset management and networking was produced within a team of 8. Up to 4 players can play online and the goal is the same as the Paint Shooter - to destroy the enemy paint tank.

Overview Anchor

Genre:

Engine/Language:

No. of Players:

Project Type:

Dev Time:

First-person Shooter

Team's Own/C++, TypeScript

Up to 4 Online

Group

~4 Weeks

My Contributions

My Contributions

Lead Level Designer

Researched, designed and built 2v2 game map via code

Integrated TypeScript scripting system to allow compatibility with a C++ engine

Created level design helper functions to make coding the level easier

Co-designed game from concept to completion

Programmed player respawn system in C++

Worked with node.js, ts-config, TS compiler, ES2020 and math libraries

Kept clear and concise game design documentation throughout project

Level Design

Due to time constraints on the project, our editor was not completed and so I had to design and produce the level via code. This was done by creating a simple version of the level in Unity then using object coordinates along with prefab utility functions to render the level in our engine. Everything from the textures, lighting and the skybox had to be added via C++ and TypeScript code.

 

The general design of the level followed the idea described for the Paint Shooter, but on a smaller scale to suit four players. It's composed of two main highways with a central courtyard action area, overlooked by a second storey for height variation.
 

Level Design
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