DISARRAY
ABOUT
DISARRAY is a fast paced first person shooter where you fight your way across rooftops to destroy an evil mind-controlling antenna.
This was developed over 8 weeks on half-time using our own 3D engine, Ugnen.
DETAILS
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Genre:
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Level editor:
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Engine:
First Person Shooter
Unity
Ugnen (in-house)
MY WORK
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Scripting
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System Design
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Combat Design
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UX Design
We didn't have time to implement text rendering for the score,
so I scripted a text parser using sprites
System Design
Most of my time in this project went into scripting gameplay systems to support the game loop. My main contributions were:
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Weapon systems & Combat feedback
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Cutscene events
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Score system
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Scripted audio and UX
Combat Design
After setting up core systems, I focused on bringing the combat to life through tight controls, satisfying timing between shots & reload, AI behavior and visual and audial feedback.
The shotgun reloads automatically after a second shot, so I wanted the player to experience a comfortable repeating
3-beat rhythm between "Shot, shot, reload".
My goal was that every shot the player takes should be satisfying and rewarding, and that no part of the combat should become frustrating or boring.
Combat, leveling and UI interaction
Crosshair Design
UX
I designed and scripted the crosshairs with combat feedback in mind.
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A color shift shows when an enemy is in sight and range
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Red hit indicators show when an enemy has been hit
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Ammo indicators show when the gun will reload
Scripted Events
In the game there are 4 different events that provide level progression:
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Intro
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Development
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Point of no return
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Outro
These events were entirely scripted and gave us an opportunity to give extra depth to the immersion in the level.
Scripted intro
PROGRAMMING
Andy Stråhed
Hjalmar Danielsson
Ludvig Jare
Simon Eriksson
Lukas Hull
TECHNICAL ART
Robin Andblom
Valdemar Nyhlén
LEVEL DESIGN
Jacob Tjernström
Noel Toivio
Simon Isacsson Andersén
ANIMATION
Lina Einebrant
Max Larsson
ART
Emma Hugin
Fredrik Ämting
Simon Eimersson
MUSIC
Gh0sty