top of page

DDoS

image.png

About

DDoS is a multiplayer versus shooter with an emphasis on mobility and adjustable statistics.​

 

With a limited selection of weaponry, throwables and abilities, players most significantly differentiate from one another when they specialise into one, or a combination, of three statistics: health, mobility and weapons.​​​

Prototype release

9/12/2024

Studio

The Lead Pipes

Team Size

15 members

Project Timeline

 4 Aug to 9 Dec, 2024 | 4 months

Personal Contributions

Level Design lead; Gameplay Design

Development Tools

Blender, Maya, Unreal 5, Substance designer, Office suite

Platforms

Windows

Summary of Contributions

Level Design

Developed multiple iterations the level, making improvements on it with each pass. With the emphasis on mobility, playtesters preferred engagements in large, open areas. They also enjoyed areas which enabled parkour or wallrunning.​

​

Smaller rooms were less popular, presumably because they did not have as many avenues for combat and manoeuvrability. 

Iteration 1

level_iteration 2.png
greybox_1.png

A basic structure was given to the level with little thought for close detail, shooting angles, etc. This greybox was larger but less open than the later iteractions which rectified this. 

Iteration 2

level_iteration 3.png
facility_FBX.png

The second pass of the level involved replacing the greybox pieces with untextured FBX ones. At this point I began experimenting with decorative side rooms - accessible visually but not physically, these areas typically contained hero assets which contributed to the visual flair of the rooms they were placed in. 

facility_topo.png
facility_final.png

Gameplay Design (minor role)

loadout screen.png

Early mockup UI elements designed for the stat-adjustment system. The player has 7 points and 12 point slots

Developed mockup UI elements for the stat adjustment system (shown left), and worked with other designers to determine how the adjustible parameters might influence the player's statistics:

  • RED: improves combat-related statistics, such as reload speed and recoil control

  • GREEN: improves health stats, such as regeneration speed as reduced regen cooldown

  • BLUE: improves one's ability to be mobile. Their movement bar - which enables wallrunning and light -recharges faster

Features not final and subject to change. â€‹â€‹

Development Process

Full development process for DDoS can be viewed here:

Access the Game

PREV (DDOS)
bottom of page