HONEYPOT ESPIONAGE
I have previously worked at a 10 man startup on Honeypot Espionage, an unreleased VR multiplayer stealth shooter.
Players take on the role of spies whilst being pitted against one another in a combat arena. The game's main focus is stealth combat, where the players' real-life movements translate into in-game movements, correlating with player visibility. If the player moves in real life, they start to materialize in-game as well, becoming visible for the other players to see and target.
My duties as level designer involved constructing a competitive multiplayer deathmatch map (with integrated waiting lobby), manufacturing a room-sized menu environment, composing the game design document, and refining the game mechanics.
Whilst in alpha, the game generated sizable interest from the gaming community after being hosted at EGX 2017, an honor after becoming a Transfuzer 2017 finalist, Dare Academy 2017 finalist, and an Imagine Cup 2017 finalist.
Players take on the role of spies whilst being pitted against one another in a combat arena. The game's main focus is stealth combat, where the players' real-life movements translate into in-game movements, correlating with player visibility. If the player moves in real life, they start to materialize in-game as well, becoming visible for the other players to see and target.
My duties as level designer involved constructing a competitive multiplayer deathmatch map (with integrated waiting lobby), manufacturing a room-sized menu environment, composing the game design document, and refining the game mechanics.
Whilst in alpha, the game generated sizable interest from the gaming community after being hosted at EGX 2017, an honor after becoming a Transfuzer 2017 finalist, Dare Academy 2017 finalist, and an Imagine Cup 2017 finalist.
FLYTHROUGH |
TEASER TRAILER |
DUTIES AND RESPONSIBILITIES |
DESIGN AIM |
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Design and construct a competitive multiplayer death match map with VR limitations (player scale, mobility, navigation, rotation) in mind. Whilst a small map was delivered due to technical limitations, the walls and medical equipment naturally became LOS blockers for players without the need for a dedicated cover system.
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