DDoS

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




Iteration 1


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


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.


Gameplay Design (minor role)

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:
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RED: improves combat-related statistics, such as reload speed and recoil control
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GREEN: improves health stats, such as regeneration speed as reduced regen cooldown
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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. ​​