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Cook delicious dishes... ALIVE!!!

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OVERVIEW

GHUNTER is a Third Person Twin-stick Shooter adventure game about cooking creatures alive to make delicious dishes.

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Play as Ghunter, a gnome chef with the goal of becoming the next Royal Chef. Explore the world of Garcosa, unlock a variety of new weapons, cook enemies to perfection to create dishes and keep your clients happy.

I worked as Game Designer, Combat Designer and Producer on this game as my Master´s Degree Final Project.

FEATURES

  • Twin Stick shooter combat system

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  • Variety of enemy encounters and AI

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  • Multiple weapons with different playstyles

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  • 2D and 3D artstyle

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  • Rich narrative and Dialogue system

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  • Level design with collectable upgrades, lore and bracktracking

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  • Quest management and progression

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MY CONTRIBUTIONS

As Game Designer

Designed most of the overall core mechanics and systems.


Designed and prototyped the player´s combat mechanics, including, among others:

  1. Player Ranged Weapons:

    1. Constant damage flamethrower.

    2. Constant damage spread weapon which area of impact gets smaller the more it´s used.

    3. Single shot projectile that explodes upon impact and on distance travelled.

  2. Player Ingredients (Abilties):

    1. Mine that explodes on collision with an enemy and slows them down.

    2. Granade taht stuns and stops enemy movement on hit.

  3. Player Melee Weapon: charged attack which hitbox gets bigger the more it gets charged and stuns the enemy on hit.

  4. Implemented impact and game feel onto the weapons (UX related): Camera shake, Controller vibration, VFX, SFX, etc.

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Designed and implemented all enemy AI behaviors and mechanics: using Gameplay Ability System (GAS).

  1. Worked side by side with programming members.

  2. Enemy AI Behavior Trees: abilties, states and conditions for state changes. (See Here)

  3. Created enemy abilities using Blueprints.

  4. Impacts and game feel (UX related): Camera shake, Controller vibration, Hitstop, VFX, SFX, etc.

 

Balance and parametrization of everything on the Combat System.

  1. Balance of player attributes, weapons and abilities.

  2. Balance of enemy mechanics, abilties and attributes.

  3. Balance of the finisher Quick Time Event.

  4. Parameterization of the adventure and combat camera.

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Implementation of game feel (UX) on world interactable objects, player and enemy abilties. (Watch Game Feel Reel Here)

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• Worked alongside the animation and rigging team:

  1. Providing animation direction and timing feedback.

  2. Exporting all rigs and animations from Maya.

  3. Importing all rigs and animations into Unreal.

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As Producer

Managing a team of 36 developers, including: designers, programmers, art directors, concept artists, 3d artists, rigging artists, animators and sound designers.


Task monitorization via agile methodology (Kanban).

  1. Daily following of tasks.

  2. New task assignment every sprint.

  3. Organization of weekly meetings with each department and with the whole team.

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Development of a production plan for the Alpha milestone of the game (Gantt).


Risk management and mitigation.

 

Motivating the team, conflict resolution and integrating every member of the team into the workflow.


Onboarding and pitching:

  1. Pitching the game to animators, 3D artists and rigging artists to invite them to become part of the team.

  2. Onboarding of animators, 3D artists and rigging artists into the team.

PROJECT DETAILS

  • Studio: Tiny Tavern

  • Genre: Third Person Aventure

  • Platform: PC

  • Duration: February 2024 - October 2024

  • Team Size: 36

  • Engine & Tools used: Unreal 5.3.2, Maya, Substance Painter, ZBrush

  • Other: During this project I was mentored by industry professionals.

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