Collision Design

VO Implementation

Quality Assurance

Engine: UE4 + AngelScript

Start: October 2020

Time: 6 Months

Working on It Takes Two


While studying at Futuregames I got the opportunity to work simultaneously on Hazelight's It Takes Two, which later transitioned into an internship position.


I was primarily working on Collision Design together with Level Designers and Artists. I also worked with implementation and tweaking of voiceover dialogues and barks together with the VO designer, while also doing bug testing updating existing bugs and reporting detected bugs and various other issues.

Collision Design

VO Implementation

Quality Assurance

Collision Design

My primary responsibility as a Collision Designer was to fix known collision JIRA bugs by placing and creating BSP collision volumes or assets. These issues could vary from the player being able to go out of bounds or getting stuck between objects and more. I also created smooth walkable collision surfaces to avoid unpleasant player step ups and added player death volumes. For some of the more complex issues, communicating with both level designers and artists was important to figure out solutions that would work for all departments. 

Voiceover Implementation

  • Generating VO data assets and setting up VO data banks
  • Checking that voicelines play correctly and reporting potential issues
  • Tweaking voiceline presets to avoid interruptions and queuing
  • Keeping track of voiceline implementations states and updating VO sheets

Prototyping

Scripting Mechanics

Level Design

Engine: UE4 + AngelScript

Start: January 2021

Time: 8 Months

Hazelight Internship

During my internship, I got experience in both shipping a game and starting up the prototyping and pre-production for a new project.

When creating prototypes, the main focus was on co-op gameplay, both while coming up with and scripting mechanics as well as building levels.

Prototyping

Mechanic Scripting

Level Design

Prototyping

While building prototypes, I scripted all the mechanics and functions in Anglescript using Hazelight's custom version of Unreal Engine. 


The goal with the prototypes was to create engaging co-op gameplay that would utilize the level design and the mechanics that I created.

Angelscript

I interacted with Angelscript daily and was able to quickly pickup and learn Angelscript and how it was integrated into Hazelight's custom Unreal Engine. Using Angelscipt, I felt fully in control and I was able to create and adjust multiple different actors, components and mechanics with ease. 

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Level Design


When prototyping, I designed the level blockouts and mechanics hand in hand.

The level blockouts utilized both of the players' mechanics to create challenges and puzzles with the goal of creating readable levels with composition that would lead the players forward with good pacing.