Overview

Doomed to the moon is a Doom X Call of Duty Zombies style melee PvE where the player hops into the shoes of an astronaut armed with nothing but a mysterious power weapon that seems to only gain charge from defeating enemies. The player must brawl their way through waves of enemies increasing in intensity while dealing with restricted health and oxygen until their rocket has fueled.

Contributors

Alan O'Cull - Technical Design

Connor Elsworth - Audio and Technical Design

Aidan Endsley - Structure and player character animations

Patrick Ryan - Enemy art and animation

My Role

Technical and Game Design

Tools
C++
Jira
Microsoft Suite
Unreal

My Contributions:

Documentation/upkeep

Game Design Document

Initial concept and pitch

core combat mechanics and systems

Technical Design Document

Tracking for all following mechanics

Visibility for submitted changes

Power Weapon

Charge on 5 kills - create scarcity and allow for a more impactful weapon

knock back player - added utility and slight skill increase

Piercing damage - greater impact for player

Melee Attack

Lunge - Added mobility, more tactile kiting, and depth to game play

*Felt great in the low-gravity environment*

Oxygen and Health basic functionality

Health Bar - Pretty standard; no re-gen to emphasize map movement for power-ups

Oxygen - Create "high stress" situations in which the play must engage in close quarters

Looking Back...

I had an amazing team with an amazing group of people. Everyone was excited about the game itself which resulted in tons of amazing new ideas and high productivity. The only issues that came up were dependent on scope and time. My main takeaways were how effective a streamlined platform of communication, consistent meetings, and a creatively unified front can be.

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