Leapshot
Made with Sonia En najibi, Céleste Ébran, Maxime Congy, Boris d'Auvergne, Stanislas Dubuc, Timothée Piau, Quentin Denois, Mathieu Desmarchelier, Olivier Kostic and Virgile Pauli​.
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Unreal Engine​
Leapshot is a 4v4 futuristic sport's game, taking place in spectacular aerial locations.
As Line Designer
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Relay Game's Vision
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Manage a 11-person team
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Organize tasks
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Make asset lists
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Respect guidelines
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JIRA/Confluence
As Lead Game Designer
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Design game's mechanics
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Manage game designers
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Manage level designers
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Communicate with programmers
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Excel / Confluence / UE4
As Technical Game Designer
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Widget
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Network implementation
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Blueprints
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Shaders
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Niagara
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Cascade
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Wwise
Leapshot is a futuristic sport, mixing American football and parkour.
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I tried to make the parkour as fast and feel good as possible:
• running on walls is faster than running on the
ground,
• parkour allows players to access strategic positions
• I made the level design so most of the parkour is really easy to understand
•But some parkours are really hard and are hidden, so the good players can be rewarded.
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Leapshot is a futuristic sport, mixing American football and parkour.
​
I tried to make the parkour as fast and feel good as possible:
• running on walls is faster than running on the
ground,
• parkour allows players to access strategic positions
• I made the level design so most of the parkour is really easy to understand
•But some parkours are really hard and are hidden, so the good players can be rewarded.
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Combat system
Co-created with Stanislas Dubuc (C++ gameplay programmer)
There are two attacks in Leapshot: the slide and the dive.
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Those two attacks have multiple differences, creating an interesting decision making on which one to use.
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The slide covers an area close to the ground, has a small recovery time, and can even be faster than running in a certain part of the level design, thanks to its ability to go under fences and gain momentum in slopes. If you touch the enemy with the ball during a slide, the ball is propelled away.
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On the other hand, the dive is more of an aerial attack: it can be performed in the air, covering a higher area: enemies cannot jump over you.
The in-air momentum given by the dive can be useful for some aerial parkours.
Once you land after a dive, you have a long recovery by a roll: diving is an important decision because it can slow you down. If you touch the enemy with the ball during a dive, you instantly catch the ball.
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Both of those attacks can be used by the player to help him to move faster around the map. This is really important because the ball possessor cannot attack. Meaning a good parkour player will be able to reach him even from far behind.
We try to avoid as much as possible hard code features.
Instead, we use the Unreal Engine variable implementations, and especially the curves and animation montage. This allows me to have full control over the speed and different states of an attack.
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I also use the unreal engine animation system to modify animations and create montages to make animations better for a gameplay instance.
Crowd system
Co-created with Céleste Ebran (Tech artist)
The crowd is made with Niagara particle system and a blueprint integration. This allows us to have about a million spectators without real performance impact.
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The spectator tool allows us to chose the density, the number of columns, rows, the angle of the bleacher, the color repartition between both teams, etc.
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Spectators also have a simple AI system, allowing each individual spectator to react to the match, switching between animations. This AI is centralized, meaning the whole crowd can do special animations, such as crowd waves, or start singing songs, louder and louder, depending on the hype of the match.
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I also use the hype system for other purposes, such as real-time camera relayed to giant screens, but also the play of the game system, recreating the best actions with a cinematographic angle of view.
More info about Leapshot soon