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JACK BUTLER

Game Designer & Audio/Visual Artist

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District Run

Prototype

Summary

 

District Run started as an art showcase and quickly developed into a  prototype for a heavily stylized first-person parkour game.

Details

 

Role:

Team Size:

Duration:

Engine:

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lead Designer/Developer

3

ongoing

Unreal Engine 5

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First-Person

Parkour

Exploration

Development Progress

Concept & Prototype

Demo &

Pre-alpha

Core Development

Public Beta Testing

Full

Release

Main Contributions

  • Concept, Design & Development

  • Movement & Camera System

  • Art Direction & Concept Art

  • Lighting, Materials & Shaders/Post Process

  • Sound Design & Music

  • Environment & Level Design

Concept & Development

the original idea was to create a walking simulator that showcased a small, explorable environment using some shaders I'd made and a collection of assets I had from a cancelled project...

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after creating a player controller with a true first-person perspective and some basic movement, I decided to experiment with some additional movement mechanics and it quickly developed into a basic climbing/parkour system. A great starting point for a future BigHog Arcade project.

Movement System

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The movement has the basic elements you would expect in a first person game. Walk, Jump, Sprint & crouch.

 

The true first person camera causes a natural inertia, combined with some additional camera tilt to the left/right movement gives the gameplay a more immersive feel.

To Make it more versatile, I added a basic mantling system for ledges that allows players to step up or Grapple a Ledge, depending on the ledge height.

 

The addition of fall damage and a landing roll gives the vertically more purpose. ​The roll can also be used as a faster alternative to crouching.

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As well as the roll, I added a slide move that can be used when sprinting, it's faster than the roll and allows the player to stay facing forward.

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To increase the accessibility of the environment, I added a vertical Wall run that allows the player to push up and grab higher ledges.

For some extra flair, I added a backflip and jump-roll to the move set that can be used to traverse the environment in more creative ways.

The final addition was an air jump that gives a small boost momentum when clearing gaps. It is subtle and paired with a suitable animation so it still feels grounded and believable.

Focus mode

To give some additional choice in the moment to moment gameplay, I created another feature called 'focus mode'.

 

The focus mode slows down time, it can be used to evaluate the environment without losing momentum or give additional precision to a hard obstacle.

 

But it also tightens the cameras Field of View, creating a sort of tunnel vision that restricts what the player can see. This creates a nice balanced trade off as the mechanic feels useful but also restrictive at the same time.

Art Direction

The art style is one of the things I am most proud of from this project, it was a collaborative effort between me and two other artists. I handled the majority of the concept and direction, creating sketches and references boards to communicate the idea whilst the other two artists handled the modelling work. 

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the style of the assets contributes heavily to the look. We used a specific combination of architectural influences that were carefully chosen to work well in low poly and created the models using specific guidelines to ensure they had a consistent style to build the desired aesthetic.

Lighting & Shaders

I created the final look using edge-detection and cell-shading post-processes combined with a custom material set and lighting setup.

 

the greyscale palette is a result of the materials, the post-process works just as well with coloured assets.

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​ALL CONTENT IS CREATED EXCLUSIVELY BY HUMAN ARTISTS.

 

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All Rights Reserved

​CREATED EXCLUSIVELY BY HUMANS

 

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