SWAZKI / SELECTED WORK

Personal / Student project / 2021

Candy Rage

A solo Unreal Engine 4 prototype combining first-person shooting with color matching. Tag enemies of the same color, build a chain, and choose when to detonate it — while staying on the move.

My role
Solo Developer / Game Designer
Project status
Playable prototype

Game trailer

YouTube

MY WORK

A shooter built around a combo

I designed and built the prototype independently in Unreal Engine 4. The central combat decision is whether to extend a chain for a bigger explosion or detonate it now. Movement and the draining rage meter keep that decision urgent.

01 / 04

Aim for a chain

Left-click tags an enemy; the next target must share its color, or the previous marks disappear. Right-click detonates the chain. I combined these rules with score multipliers to make target selection matter as much as aim.

02 / 04

Hold out for a bigger explosion

Chains of four or more create an area explosion at the last tagged target, with a radius that grows with the combo. Special enemies require a minimum chain size, shown by white rings. The player must decide when a larger chain is worth the risk.

03 / 04

Rage meter

Defeated enemies drop candy, which the gun draws in to refill a draining rage meter. Filling it removes color restrictions on chains for ten seconds. I emphasized the change with screen distortion and stronger effects.

04 / 04

Movement and character reactions

I implemented fast movement, a double jump, and air control for open arenas inspired by Serious Sam. For the HUD avatar’s reactions to gameplay, I recorded my own facial performance with Animoji.

Unreal Engine 4Game designCombat systemsMovementFacial animation