top of page
OathGuardBuffing.png

Spartan Project
Combat prototype

Capture d’écran 2023-09-01 010934.png

About the project

Prototype based on God of War: Ragnarok. Part time over 3 years.

The main goals of the project:

  1. Display my ability to design an interesting and challenging boss battle.

  2. Create compelling design documents for different components

  3. Practice Unreal Engine 5 &  Blueprints

  4. Imagine a new system for the genre: Attack Combo Editor

I always prefer when an enemy variant introduces gameplay that actually varies from the original.

In this clip all I did was add a visual barrier but the experience changes meaningfully.
"Is he going to leap forward? Is he gonna charge his special? Projectile maybe? Can I make it in time?"

These are all questions the player now has to contend with while adding nothing but a single VFX.

traveler-appreciation-post-theyre-badass-as-hell-what-are-v0-04hh97xxqg791.jpg

What I did on the project

Design, prototyping and scripting of these features:

  • Hero design:

    • Cameras - Controls - Character

    • Attack combo editor system and UI

    • Data tables and balancing

    • Juice

      • Hit stops​

      • VFX + SFX

      • Camera shake

      • Time slows

  • Boss design:

    • Behavior tree and blackboard

    • Visual style and direction

    • Animation timings and transitions

    • Balancing

  • Unreal tools and systems used:​​

    • Blueprints - multiple classes

    • Sequencer and animation editor

    • Excel imported data tables

    • Animation retargeting

    • Niagara

Capture d’écran 2023-09-01 000758.png

Q: What is the attack combo editor?

A: RPG progression system where players form their own combos from collected attacks.

Attacks fall under 4 different weapon types:

  1. Great sword

  2. Spear

  3. Short sword

  4. Shield

3 stances:

  1. 2 handed

  2. 1 handed

  3. Dual wield (short swords only)

6 attack types: 

  1. Light 

  2. Heavy 

  3. Evade 

  4. Counter 

  5. Run 

  6. Special 

Attack visual preview

Left and Right hand weapons have their own combos and can be used in tandem

Acquired attacks can be equipped according to their type

WeaponStance_Attack_ID

Type

Stat scalings

Attack Effect

Description Text

Here I am picking my 5 light attacks from the move bank and putting them in my equipped moves.

Equipped attacks are played in order from left to right.

God-of-War-Ragnarok-Gale-Flame-Draupnir-Spear.jpg

Q: why did You make It?

A: To develop my paper design skills in order to match my hands-on design and practice designing something I'm unfamiliar with.


Designed as an alternative to skill trees, progression resembles more a deck builder than a traditional branching system and as a result emphasizes strategic planning, personalization and greater overall meta-game importance.

Advantages over skill trees:

  • New mechanics are exciting

  • Character build for a thematic or aesthetic

  • Personalized combos offer variable complexity

  • Combo crafting over skill unlocking

  • Granular choices with deeper decision making

  • Recycling enemy attack animations is core design

  • Attack unlocks are based on enemy loot, not grinding XP

Feature documentation in progress...

AXNNW7PLmYmCxqswRjhu8R.jpg
bottom of page