
SUPERCHARGED
Project Details
Development Time | August 2022 - December 2024
- Team Size:
- 6 (Pre Alpha), 4 (Post Alpha)
- Genre:
- FPS | Action-Adventure | Puzzle
- Engine:
- Unreal Engine 5.3
- Platform:
- Windows PC
- Tools Used:
- Photoshop, Substance Painter, After Effects, GIT Hub, Miro, Google Docs, Google Sheets
- Role:
- Game designer, level designer, level blockouts, prop and texture placement, lighting, enemy encounters, pacing, voice-overs, UI/UX design, playtesting and iteration.
Description
Supercharged is a 3D action-adventure platformer where you play as a character shrunk down into a massive game world. Using a special gun, you can create platforms, freeze enemies, and tackle obstacles in creative ways. The game challenges you to solve puzzles, overcome tricky situations, and find your way back to reality. With its fun mechanics and engaging gameplay, Supercharged offers an exciting and memorable platforming experience.
My Responsibility
- Balanced core game mechanics
- Designed the tutorial level, which expanded into Level 1
- Created level layouts (whitebox/greybox/blockmesh)
- Designed and developed game UI/UX assets
- Set up enemy encounters
- Resource and upgrade placement
- Placed objective markers and event triggers
- Wrote dialogues for the narrative to reinforce and enhance gameplay
Gameplay Video
Game Designer
As a Game Designer, my primary role was to balance the core mechanics of platform creation, delivering the intended player experience of freedom to make their own path in the game.
Initial Platforming System
- Players could shoot platform bullets like in an FPS game, with a limited number of bullets in their gun.
- To replenish bullets, players needed to collect ammo scattered across the level.
- Platforms would disappear after 6 seconds, making players cautious about creating platforms and managing resources.
- This system unintentionally made players overly focused on resource management instead of exploring freely.
- The limited margin of error caused players to hesitate, reducing their willingness to shoot platforms and explore.
- This was not the intended experience; we wanted players to forge their own path precisely when stuck without worrying about the number of bullets left.
Re-Design Platforming System
- Players can now shoot up to 2 platform bullets at a time, similar to Portal.
- Only 2 platforms can exist in the game world simultaneously; creating a 3rd platform causes the 1st one to disappear.
- Platforms have an infinite lifetime until a new platform is created, eliminating stress about ammo counts or time limits.
- This system encourages players to focus on precise platforming while exploring freely.
- The increased margin of error allows players to experiment, explore, and forge their own paths without being hindered by resource management.
- This redesign achieves the intended experience: enabling players to create their own paths precisely while maintaining a satisfying challenge in platform placement.
Level Designer
Initial Progress & Design Issues
In SUPERCHARGED, the core mechanic involves creating platforms to scale heights and traverse the extensive levels. I was responsible for designing the first level (Tutorial Level), from initial paper layouts to a fully playable, polished version in Unreal Engine 5.
Level Sections Issues
1. Game Starting Area:
- Location: A large open table with two monitors and a keyboard that ramped onto books.
- Purpose: Tutorial area for wall running and sprinting mechanics.
- Design Issue: No clear tutorial pacing; it's an abrupt start with little player engagement or direction. This caused players to feel that parkouring is the game's core mechanics.
2. First Objective (GUN):
- Platformer Gun Pickup: Introduced on the second table.
- Purpose: Teaches players how to create platforms using the gun.
- Design Issue: The section is monotonous and doesn’t add challenge or progression. The mechanic is repeated without variety.
Level Flaw
1. Linear Level Flow:
- Player Path: The path feels strictly linear, with little room for exploration or player agency.
- Design Issue: Predictable flow from one power-up to the next without surprise elements or dynamic transitions.
2. Monotony:
- Overall Structure: Too much repetition in mechanics (platform creation and climbing) without evolving difficulty or variation. The linear path fails to engage over time.
3. Lack of Visual Clarity/Guidance:
- Player Guidance: No clear visual cues or signs leading players. Relies on simplistic layout rather than intuitive environmental guidance.
These points show the need for better pacing, variety in challenges, and more immersive design choices to fully engage players.
Initial Draft of Demo Level:
Player Starting Area
First Objective (GUN)
How did I Solve these Issues?
New Level Flow
1. Mysterious Start:
- Starting Area: Player begins on top of a cardboard box with limited visibility.
- Purpose: Creates a sense of mystery and curiosity. The player doesn’t initially know where they are or what the goal is.
- Design Impact: The lack of immediate information builds suspense and makes the player eager to explore, offering a sense of discovery.
2. First View of Objective:
- Reveal Mechanic: After a few steps, the player finds a gap that reveals the outer room and the end objective (the table they must reach).
- Purpose: Gives players a visual goal early on, increasing motivation to navigate through the level while adding tension.
- Design Impact: Players now have context for where they need to go, which contrasts with the earlier unknowns, helping guide their path while keeping them engaged.
3. First Encounter with Enemy:
- Enemy Introduction: As the player continues walking, they suddenly encounter an enemy, unlike before where players were introduced to enemies later on in the level.
- Purpose: This sudden combat encounter injects urgency and shifts the player's focus from exploration to survival as they don't have anything to fight back.
- Design Impact: The encounter introduces immediate pressure, prompting the player to make fast decisions while creating a sense of danger.
4. Platformer Gun Discovery:
- Platformer Gun: The player stumbles upon the platformer gun while escaping from the enemy.
- Purpose: Adds an exciting twist to the escape, as players now have a new tool to help them navigate the environment.
- Design Impact: The contextual learning feels more dynamic than a tutorial, as the player is thrust into a situation where the gun’s functionality directly helps them survive.
5. Platform Creation Tutorial:
- Short Section: Right after obtaining the gun, there is a small section designed for players to learn platform creation.
- Purpose: Provides a quick tutorial in a safe, controlled environment where players can experiment without immediate threats.
- Design Impact: The quick, non-intrusive tutorial ensures players can learn the mechanic naturally without feeling bogged down. It adds variety to the pacing, alternating between danger and skill-building.
6. Sprint and Wall Run Tutorial:
- Keyboard Ramp: A keyboard ramp guides the player to the sprinting tutorial, followed by a wall-running section.
- Purpose: Teaches two core movement mechanics in quick succession, creating a fluid progression from running to wall-running.
- Design Impact: By keeping these tutorials back-to-back and contextual, the player feels the fast-paced nature of the game, reinforcing the theme of momentum and speed.













