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Junkyard Showdown

After Party Pugs, I had the opportunity to work with Steely Glint Games again on a new title: Junkyard Showdown. During early development, I conceptualised, documented and produced levels and content in UE4 to fit the game's design. I also created some fun in-world UI and minigame Blueprints!

2017
Unreal Engine 4
PC

Role

A year after Party Pugs, I was contracted again by Steely Glint Games for a range of design tasks for a new IP! Being in the early stages of development, my roles for Junkyard Showdown ranged from initial conceptualisation and documentation to level design to user interface design. This project was particularly insightful for designing and developing for a game in its early stages and going through fast, iterative changes.


Some of my roles and tasks for this project included:

  • Producing and documenting initial design documentation for level arenas and mechanics

  • Tracking and updating tasks via Trello on a timely basis

  • Producing a range of customisable arena traps using Blueprints

  • Blocking out and testing multiple arena levels with integrated traps and destructible components

  • Creating initial blockouts for the main open level environment

  • Blocking out some buildings that would be included in the main open level

  • Producing a range of flexible UI screens for in-world use and interaction

  • Producing some workshop machines with Blueprints with integrated UI functionality

  • Creating a simple "destroy all objects" and "checkpoints race" minigame using Blueprints

  • Creating various simple static meshes for use in the game's construction mode

  • Researching and documenting a range of machinery that could be used in-game

Level Screenshots

UI Screenshots

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