Gabriel’s Journey

During our 3rd Game Project at Futuregames as a Game Designer, we as a group made our game in Unreal Engine for seven weeks known as Gabriel's Journey for the Swedish Game Awards.

Gabriel’s Journey is a 3D speedrunner type of game where the goal is to get to the end of the level as quickly as you possibly can! To get to the end you will need to jump, dash, wall run and use your grapple hook to fling yourself further into the levels' environments.  

My main two roles I had for this project was known as Lead Quality Assurance & Lead VFX Artist.

Lead Quality Assurance.

My main role during Game Project 3 was known as the Lead Quality Assurance. That meant I was the one who made sure to keep track of all Bugs, known issues and other problems of the game when playesting any version of the builds by updating the team by adding them in a document & posting them in my “bugs channel” where my teammates could see pictures, descriptions and gifs of everything I found. 


Anything from objects having no collisions, to water places that didn’t respawn the player to being able to break the level by going another way or noticing some parts of the code / art not working as intended. 

The list goes on and as long as I am able to find these bugs and do them again helped a lot for the team when It comes to fixing these problems.

For me, this was one of my favorite roles I have been doing for a while!  And I think making games with someone who is good at this role will make most of the games more playable in the future!

Lead VFX Artist.

As The Main VFX Artist, my role for this project was to add effects that would benefit the gameplay and feel of how It feels to play the game. It helped a lot when my first role was all about Quality Assurance since I was able to playtest all of my effects while playtesting. 


Some of the Effects I created that were most known for the project were some movement VFX for the player and of course, the dangerous black hole effect! But I also added some environmental effects like leaves falling and coins & crystals falling when you collect one.  


However, I didn’t do the Fire, Wind or updated Waterfall VFX. The Old Waterfall took a bit too much of the framerate, which got scrapped when playtesting.


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