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Here & There

In Here & There, experience a novel sense of momentum as you possess your way through a cast of characters with unique abilities.

Development Time: 4 weeks full time (12 weeks part time)

Team Size: Solo                               Role: Gameplay & Technical Design

Tech: Unreal Engine 5, Blueprints (Visual Scripting), Adobe Illustrator + Photoshop

Project Outline

After having recently learnt the concept of "deep" (context sensitive) mechanics. Ex, Marios Jump being a jump, yet also an evade and an attack. I wanted to build a prototype that centered around one core player interaction.

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From there, I delved into game archives to find unique & feasibly repurposable mechanics. Eventually arriving at a 2010 PSP game, 'The Third Birthday'. It had an interesting location swap mechanic that I reimagined into a method of possession.

-  Learn to manipulate a player's camera as an integral part of gameplay & game feel.

-  Learn how player controllers & pawns interact, design a mechanic from that.

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Keyboard Controls

Character Movement = WASD

Possession = Charge Ability With Right Mouse, Release when cursor on target

Unique Character Ability = While possession charging, click Left mouse

Designing Camera Movements For Possession

In order to make this mechanic easy to iterate on, I decoupled the act of possessing something into stages. Essentially: a charge / shrink FOV state, a release charge on valid target state, and one for a release on an invalid target.

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Timelines and cinematic camera actors were used to improve the game feel.

Character Ability - Projectile Pawn

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This character ability can convert environment actors into possessable pawns that can then be taken over and launched at enemies or other environment obstacles.

Design Intent - Can be used to stun on hit, but also gives the player a sense of power over their environment. This opens up another design axis for world interactions, such as hitting targets.

Character Ability - Redirect AI

When used on an AI, the player can spawn an indicator and control it for a brief period of time. When time is up, the indicator's location will be sent to the AI, who will then be redirected there. 

Design Intent - Since this is not a combat game where players have the freedom to fight against opposition, this gives them an alternate method of doing so that is relatively effective.

Character Ability - Create Bridge

Build a bridge between the player character and any other possessable pawn.

Design Intent - 1. For use in puzzles to cross distances that otherwise wouldn't work. 

2. If used tactically, this wall can block the pursuant AI's navigation path.

Character Ability - Slow Time

While possession is charging, slow time significantly.

Design Intent - Pursuing AI is quite quick, this ability lets players get a break from that and temporarily be more strategic when deciding on their next possession's positioning.

Character Technical Planning

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More Script Examples

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