Daniel Farrow
Technical Gameplay Designer
Arcane Annihilation
Group Project
March 2023 - May 2023
Role: Technical Game Designer
Software: Unreal Engine 5.1 (Blueprint)
Key Features:
- Created base enemy class to hold base functions and components to be overridden
- Created 2 different enemy types with separate and unique behaviour trees
- Created a wave manager that handles spawning enemies and progression of the game
- Created a rounds system using data assets that contain set numbers of waves
- Created a difficulty system that based on the stage of the game picks appropriate round and wave data assets so that the difficulty increases the longer the game goes on
- Created a combat manager that picks the enemy in a swarm that is closest to the player to attack first
This game is available to download on Itch.IO:
This project was part of another assignment for my Masters degree, this time the focus was on collaborating with peers on two separate 6 week projects. This was the second project I worked on with an entirely new team.
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For this project I worked in a team of 9 people alongside 3 other technical designers so the workload was split between us. I worked on all things enemy related which include the base enemy class, the two enemy sub classes, the behaviour trees for both enemy types, a wave manager, a round system and a combat manager.
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