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.
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.
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.
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.
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.
















