About:
Three-player co-op multiplayer first-person shooter where players fight to claim back earth from the dinos. In this project I had the opportunity of collaberating with all kinds of diciplines in order to go from ideas and paper to actual gameplay. I primarily worked on the main missions; "Homebound", "Research and Rescue" and "The Blacksite". I also worked on various "Emergence Events" and missions for the (unfortunately cancelled) Savanna world. I also led the level and game design efforts for the "Emergency Landing Mode" which is a enemy wave horde mode. This with a variety of encounters and events. This included pitching, planning, prototyping, initial implementation, balancing and polish of the level and gameplay. |
Specification:
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Horde Mode
Responsibilities:
- Paper design (game-mode and level.)
- Level blockout.
- Combat layout.
- Events, Scripting implementation.
- General maintenance.
About:
Horde mode being my favorite project on Second Extinction was as mentioned my take on a traditional wave based gameplay.
In Second Extinction every normal mission would start with a dropship insertion and ends with a dropship extraction I imagined what could've happened in case flying dinosaurs intercepted the dropship and had it crashing at a remote location. I continued building on this idea and designed it in a way that it'd be replayable, easy to scale by adding more content, locations and iterate on it whenever the time would allow for it.
The mission starts of inside the crashed dropship with the players in disorganized with only pistols at the ready. Once the hatch drops the players must defend themselves from a variety of waves and encounters until rescue has arrived.
Killing dinosaurs gives the players money. This money could be used in between waves (when the dropship opens up) allowing the purchase of weapons, turrets, variety of ammo (for both weapons and turrets) and ability charges.
Each wave has their own randomized theme of enemy types, spawn points and possibility of modifiers to spice things up from time to time:
Once rescue has arrived the players can chose to risk staying for a higher score or make a run for it. The map has multiple possible extraction locations to further push the randomization aspect of the mode.
Horde mode being my favorite project on Second Extinction was as mentioned my take on a traditional wave based gameplay.
In Second Extinction every normal mission would start with a dropship insertion and ends with a dropship extraction I imagined what could've happened in case flying dinosaurs intercepted the dropship and had it crashing at a remote location. I continued building on this idea and designed it in a way that it'd be replayable, easy to scale by adding more content, locations and iterate on it whenever the time would allow for it.
The mission starts of inside the crashed dropship with the players in disorganized with only pistols at the ready. Once the hatch drops the players must defend themselves from a variety of waves and encounters until rescue has arrived.
Killing dinosaurs gives the players money. This money could be used in between waves (when the dropship opens up) allowing the purchase of weapons, turrets, variety of ammo (for both weapons and turrets) and ability charges.
Each wave has their own randomized theme of enemy types, spawn points and possibility of modifiers to spice things up from time to time:
- Boss waves: T-rex'es, flying dinos, over-mutated dinos.
- Events: Snow storms, Supply drops to force the players out of their comfort zones.
Once rescue has arrived the players can chose to risk staying for a higher score or make a run for it. The map has multiple possible extraction locations to further push the randomization aspect of the mode.
-More info at a later time-