

A first-person stealth game, set in the city of Trumana, in which you play as the Lord of the Pestilence, and take revenge on your brothers who imprisoned you. A vertical slice I'm working on as my Master's Degree project.
The game sports the use of the player character's special abilities: possession, infection, teleportation and a pulse as a selling point, drawing inspiration from similar ability-having stealth games such as Dishonored.
My contributions
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Player character abilities.
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Participated in the design and documenting process of the four main abilities
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Prototyped multiple iterations of the teleport and infection abilities, as well as the mine ability, which did not make it into the final game.
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Designed and documented the different AIs, and mediated with the programming team to make them a reality. Check out the documentation here.
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Stablished an AI hierarchy.
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Designed a base/exceptional state division, ruled by a state priority system and an internal "Awareness" value.
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Determined the values and formulas used in AI calculations.
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Developed a calculator for testing the system and predicting outcomes without the need to do it in-engine. Check it out here. (In spanish as of now).
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Helped design, prototyped, and assisted in production of the the Dialogue system we used to play conversations between the residents of Trumana and give hints and pieces of worldbuilding to the player.
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Implemented several UI elements.
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Implemented the tutorial cards and popup tips, along with their custom triggers.
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Implemented HUD functionality.
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Helped in menu implementation (main menu, pause menu, game over menu).
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Made contributions to the level design team.
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Helped design the layout of the Theater, the last zone of the vertical slice.
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Participated in the design of the tutorial.
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Developed and iterated on several other small sections.
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Project details
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Studio: Green Trouble Games
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Genre: First-Person Stealth
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Platform: PC
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Release Date: December 2023
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Team Size:
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6 Game Designers
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6 Programmers
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5 Artists
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1 Producer
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Engine: Unreal Engine 5.1.
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Languages used: Blueprints and C++.
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Other: Made at U-tad, with the mentoring of industry professionals.