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FutureGames (2019 - Current) Game Design Student
FutureGames (2019 - Current) Game Design Student
BOBBAN JONSSON
TECHNICAL DESIGNER

While studying at PlaygroundSquad, I got the opportunity to develop this game for Playstation4! A lot of my contributions were made in the form of designing core mechanics and
auto-aim functions. I also planned the game's audio and voice-acting, together with the game's sound producers.
PROJECT DETAILS
Genre:
Project length:
Team size:
Game engine:
Platforms:
Responsibilities:
First-person shooter
9 weeks
12
Tengine, in-house engine
Windows, Playstation 4
Game Design
Sound Design
Planning
GAME DETAILS
Metropolis Mayhem is a local multi-player competitive first-person shooter developed for Playstation4.
Take up arms and battle opposing bounty hunters in physics-based battles! Push and pull your opponents with laser rifles to fling them off the stage and earn points!
Use whatever means necessary to win; pulse grenades, jump-pads, and instakill power-ups to rack up the most points before the timer runs out.
DESIGNING AIM-ASSIST
Since this game was developed for a console, we had to design the aiming input with gamepads in mind.
We used a combination of different tools to make sure that the player could reliably hit with their opponents. We wanted to make it quite easy to hit your opponents so that the gameplay would favor flanking and hiding in the level.
For example, we used a magnetic aim to guide the player's crosshair to the opponent's center. This is an additive influence on the player's camera input.
If the player's cursor overlays a screenspace rectangle on opponents, the additive pull will trigger.


PLANNING VOICE-LINES AND FMOD
Metropolis Mayhem is fully voiced by four separate characters, as well as an announcer. We wanted to include voice acting to give our characters more personality since their style was quite expressive.
Besides helping out with recording voice-lines (as the Dog character and the announcer), I also broke down which lines we would need for our game.
Once we had our sound assets, I helped our sound producers to implement them into an FMOD project. Together with them, we set up events with shuffled sound-clips, parameter-oriented sound clips, as well as bank-to-game integration.

Excerpt from the game design document for voice acting clips.
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