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Robros is one of my major collaborative university projects that I worked on as a game designer with an interdisciplinary team at Falmouth University. It was voted most innovative by our lecturers out of every year groups game for that year.

 

Team Size: 7

Time for project: 7 months

Play as 'R' and 'N' discarded robots fighting to save humanity form the corrupt surveillance company WannaSmile.Co....
In this co-op first person shooter you must rely on each other by fighting your way through hordes of enemy CCTB robots whilst recharging each others batteries and destroying generators.

Roles:
- Systems Designer

- UI Designer
- UX Designer

- Level Designer
- VFX Artist
- Marketing / Graphic Designer

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What I learnt from this project:

- Working with other disciplines: Particularly as a designer I had to speak to the programmers to discuss and refine how parts of the systems should work as well as testing the artwork to make sure it's readable and what I need for a modular kit.

- Iterative Process: Everything I did for this game went through multiple rounds of iteration. This would involve making the thing then testing it on players / other people and then making changes based on feedback. 

- Co-Op design: One of our core pillars was that we wanted players to have to be reliant on each other to reinforce the narrative that it's "us against the world". Whilst making the core systems such as combat / healing / equipping I was constantly asking myself how can we force the players to work together to achieve this.

Swapping Weapons

To be able to claim and use another weapon you have to get the other player to rip your arms off and they then must plug a new weapon into your arm to be able to use. 

This means players are completely dependant on each other and enforces the need for communication.

Combat and Healing

When a player loses all of their health their allen key pops off. It's the job of the other player to go and collect the key reconnect it to the first player and wind them up to heal them.  The players batteries (health) degrade over time so the more you have to wind each other up the less overall health players will be able to reclaim. 

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