JEREMY DAVENPORT - SYSTEMS AND GAMEPLAY DESIGNER
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Weapon Prototypes

Development Roles: Designer, Programmer
Engine: Unity
Summary:  This project started with the intention of creating unique weapon variants that acted differently than most weapons in modern shooters. The parameters of how the weapons would work would be different for each. Each weapon would be created and be accompanied by a quick mock-up level of how each weapon can be used in certain scenarios. Whether be used for combat, puzzles, or whatever else they can be used for. 
Prototype Assets: All art/visual assets used for these prototypes do not belong to me. They were all acquired off of the Unity Asset Store. Besides the standard character walking and camera scripts that Unity provides, most of the scripting was done by me in C# unless otherwise stated. 


The Bouncer

Puzzle Scenario

Combat Scenario

Initial Creation: Weapons that had a lock-on feature, like homing missiles and rockets, were my focus when I was thinking of a weapon to create. The initial feeling of just seeing an enemy light up and planning what will happen to them next led me to my following thought of planning targets in order of lock-on. Which followed with me imaging what a loud, bouncing ball would feel like as a weapon. Lock-on to targets and then watching the ball hit each target in order and get stronger over time. Sound a bit goofy? Yeah, it did. Then after determining that, I started working on it.

Note: The script for creating an outline around each locked-on target was done in a script I downloaded off of the Unity asset store.

Puzzling: For a weapon locking on to targets and then firing a single bouncing projectile, the puzzles for this weapon would have to focus on how the bullet could be used to hit multiple targets in one go and not letting it stop. The first puzzle I made was a simple setup of hitting all the crystals to open a door. It shows how the gun locks on to a target in a specific order and can't pass through walls. The second puzzle introduces a new mechanic: locking-on to specific targets in the environment, like boxes, walls, or even the ceiling. This lets the projectile go around corners and hit all the crystals without stopping. This expands it further to show how some scenarios can lead to players bouncing a shot around rooms to hit key objects.

Bouncing In Combat: For combat, I scripted a few hovering enemies to move around, or stand still, and shoot at the player as they set up targets to bounce off of. The Bouncer has the projectile power up in damage the more targets it hits without stopping. This implies that the player has to bounce between targets to ramp up the damage to take out targets more quickly.

Feedback: Once both combat and puzzle scenarios each had a few areas, I had QA sessions provide feedback. Out of 8 testers, all 8 said they enjoyed using The Bouncer as a puzzle solving tool, more than a weapon in combat. However, 4 out of the 8 also mentioned that they enjoyed using it in both puzzles and in the combat sections. 


Third Eye

Puzzle Scenario

Combat Scenario

Initial Design: The Third Eye started off as a completely different weapon design. The original design was supposed to launch a helicopter drone that would follow the player. Then the player would pick targets with a laser so that the drone would fly over and then shoot at its current target. However, feedback from testers pointed out that the weapon was not engaging, since all they had to do was select targets and then do nothing as the drone did all the work.

Reconstruction: After trying to make the drone more engaging, I couldn't find a solution and instead decided to keep the idea of using a launcher to shoot out something and trashed the weapon instead. I remembered an older game I played, Splinter Cell: Chaos Theory, had a gadget in the game that would shoot a sticky camera to walls to look around corners. What if I could do that, but make it do more than just look around and make noise? So, I decided to recreate the sticky launcher, but the camera attached to the rounds would have a turret attached to make them a usable weapon against enemies or to hit puzzle targets.

Puzzle Management: Creating puzzles for the Third Eye was very interesting. I had limitations with how far cameras could be launched, which direction they would be facing when they land, how much ammo each camera turret has, and how many cameras the player could have at once. I decided to start off with a puzzle that would have the player learn that they can hit crystal targets around corners and show that orange crystals can be used to switch gates around. The second puzzle has the player locking the exit with two red crystals in two different rooms that can be accessed through smaller puzzle rooms each.

Corner Combat: The combat scenarios needed enemies to be close enough to shoot the player to be a threat, but positioned carefully in areas for the Third Eye to see and shoot them. These areas had holes in the walls and low fences to launch a camera over to see enemies that were waiting around the corner.

Feedback: QA feedback for the Third Eye was split. Half of the testers really appreciated how interesting the puzzles I made were and could see the complexity of later puzzles around this weapon. The other half of testers gave good feedback for the combat sections saying that the feeling of catching an enemy at a different angle and shooting them was satisfying.

Contact Me


jeremydavenport_resume.pdf
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Email

davenport836@gmail.com

Elsewhere...

  • Projects
    • Games >
      • Containment Corps
      • Cosmic Angler
    • Smaller Projects >
      • Class Concepts for Gears 5
      • Weapon Prototypes
      • Unreal Platformer
  • About Me
  • Resume