


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
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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:
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Player Ranged Weapons:
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Constant damage flamethrower.
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Constant damage spread weapon which area of impact gets smaller the more it´s used.
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Single shot projectile that explodes upon impact and on distance travelled.
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Player Ingredients (Abilties):
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Mine that explodes on collision with an enemy and slows them down.
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Granade taht stuns and stops enemy movement on hit.
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Player Melee Weapon: charged attack which hitbox gets bigger the more it gets charged and stuns the enemy on hit.
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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).
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Worked side by side with programming members.
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Enemy AI Behavior Trees: abilties, states and conditions for state changes. (See Here)
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Created enemy abilities using Blueprints.
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Impacts and game feel (UX related): Camera shake, Controller vibration, Hitstop, VFX, SFX, etc.
• Balance and parametrization of everything on the Combat System.
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Balance of player attributes, weapons and abilities.
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Balance of enemy mechanics, abilties and attributes.
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Balance of the finisher Quick Time Event.
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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:
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Providing animation direction and timing feedback.
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Exporting all rigs and animations from Maya.
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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).
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Daily following of tasks.
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New task assignment every sprint.
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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:
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Pitching the game to animators, 3D artists and rigging artists to invite them to become part of the team.
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Onboarding of animators, 3D artists and rigging artists into the team.
PROJECT DETAILS
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Studio: Tiny Tavern
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Genre: Third Person Aventure
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Platform: PC
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Duration: February 2024 - October 2024
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Team Size: 36
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Engine & Tools used: Unreal 5.3.2, Maya, Substance Painter, ZBrush
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Other: During this project I was mentored by industry professionals.