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
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.
:
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.