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Roles:  Lead Game Designer


Time: 9 weeks,part time,remote work


Team Size: 6


Genre:Top-down 3D shooter

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Software: Unreal engine

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Year:2021
 

The Premise of Parasuit

Take the control of Joey,a mercenary-parasite with the ability of  possess enemies and use their own guns against them in this third-person top-down shooter!

Eliminate every enemy in each floor to complete a level,take advantage of the parasite form to create new and deadly tactics!

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Where,When,What?

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In the city of "Meridium" a corporation called "MUG" had developed semi-living bioweapons named "Jupiter Series".These artifats are probe like bio-machine that are able to infiltrate in a living body  and detect each thought and store it to be retrieved for the probe itself later.

Sadly for the company during one of the missions the probes went rouge by becoming sentients and by consequence,they gained a human personality.

So,now because they are  treated as individuals  they are "employed" in the mercenary taskforce called SAK ,we will follow the missions of Joey while he is tasked to eliminate an annoying street gang.

My Roles

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I was the ideator and the lead of this summer project,the idea was work with unreal engine autonomously  while learning new skills  and  face new challenges.

My tasks were:

  • Managing tasks 

  • Agile Master

  • Ui Design

  • Narrative and game writing

  • Secondary Game systems and VFX

  • Directing Sound Designer

  • Trailer Creation

Level design

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The level design was in developed in the key of giving a general"way to progress it" like a puzzle game,and then expaded with obstacles and "cognitive traps".

The workflow was the one i usually follow,2D version and then whitebox it(unreal engine).

After the tweaks the artist proceed with making a "final version on maya and texture it"

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Narrative Design

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I put focus on learning the pipeline and method for a narrative designer,by creating a Game bible with stories,plot and character.

The character are written with a  briggs myers approach.

Then in the game some of the narrative should been more present ,but due to time reasons we cut out that content from the demo.

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UI Design

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The UI was a greatly inspired by the game we did take major features:"hotline Miami".

IIt was done with giving then only essential information and with a strong,characteristic 90's vide to the player.

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Conclusion

This summer prototype was a great challenge,that help me and my team to grow in remote work and with all the "summer business" that you have to do for relax and pass time with your family.

The game when work as intended  is on of the best result that we got,(outside school) for a prototype.

Special thanks to the  music to the "killer cashew" member "Lucas Casey" for their collaboration and production of sound and music.

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