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ABOUT ME
A PLANET IN THE FOG


TEAM


9 people

ENGINE


Unreal Engine 4

ROLE


Game designer / Gameplay programmer (3C)

TIME


9 months (June 2020)


A PLANET IN THE FOG is a first-person exploration game in which you play an astronaut on an exoplanet covered in a mysterious fog. Go on expeditions, explore the treacherous environment and study the ecosystem in order to discover the planet's true nature.

We were a team of 9 people and developed a demo (vertical slice) for the game in 9 months.

I was the game designer and gameplay programmer responsible for the 3C, working in Blueprint.

3C DESIGN / PROTOTYPING


An in-depth climbing system:
The player plants their picks in mineral veins to scale huge walls, and are challenged on their stamina management and dexterity.
A

2-min video

from the pre-production offers a breakdown of the different mechanics.




An automatic ledge-grabbing system for whenever the player jumps or falls, working on any angular ledge.




A cinematic rappel feature, inspired by Firewatch. Placeable by the player on any angular ledge, it rewards prior observation by opening vertical shortcuts for backtracking.




A flare-throwing feature allowing the player to inspect rifts and get feedback on the fall's lethality.


DOCUMENTATION

I documented the entire climbing feature on our

Confluence-powered wiki

: the whole team can access it from anywhere, and I wrote it with both designers' and programmers' needs in mind.
Featuring:
— Intentions and target dynamic
— Controls
— Feature descriptions with visuals mockups and technical specifications
— Tweakable variables
— Signs and feedback



DATA SYSTEMS

I created spreadsheets for the other game designers to work with: the sheets are then exported to CSV and imported as DataTables in UE4.
This way, designers don't have to work inside the engine if they don't need to.



I used the data above to populate the journal procedurally in UMG UI, as shown below.