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Hell-O-Live

Party Game

 September 2022- Febuary 2023 

As part of a project designed for release on Steam, Hell-O-Live is a local multiplayer game for up to 4 players.

A beta version of the game has been released, and we are continuing development for a Steam launch in the coming months. We are a team of 4 game designers and 3 programmers

What I did

  • 3D Modeling of the character

  • Creation of VFX

  • Controller design, emphasizing player interactions

  • Level design with bullet-hell inspiration

  • Content creation for a party game, such as game mode design and power-up design.

What I learned

  • Writing documentation on Notion

  • Following an art direction "as an artist"

  • 3D Modeling in Blender

  • Learning Unity shader graph

  • Using Unity's 3D tilemaps

  • Working with a strong iteration loop

  • Bullet patterns based Level Design

Level Design for a Party game

The goal of the game is to push other players onto bullets, lasers or holes to make them lose points. Each Level Design is, therefore, a different arena with means allowing players to kill each other.

The first phase of the levels we designed did not work at all because we prioritized navigation in the arena and after placed bullets/turrets patterns on top, whereas the correct approach is to do the opposite: design patterns first and then work on navigation.

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Paper Design

The Levels consist of a main arena and 2 or 3 variation that will rotate

Utilizing this method enabled us to design around 30-40 unique levels

Level Design on Unity

The integration of level designs was done in Unity using 3D tiles. The interactive objects are prefabs that we place on the tilemap.

Patterns tool

Thanks to a turret tool, we were able to create patterns by changing their rotation, speed... As well as the bullet's fire rate, latency, and other attributes.

Final Result

When the arena changes to reveal a variation, the main arena itself doesn't change; it's only the variation that disappears/ appears.

A project without Artists

In the project, there was no dedicated Game Artist. The art direction was handled by a team member and myself. During the first month of production, I created certain graphic assets in Blender. I implemented the post-process and some shaders using Unity. One of my major objectives for this project is the playable character

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3D Modeling

I took care of creating the 3D model for the main character of the game in Blender, based on a concept art from a team member. I created variations, with different arms or effects on the head, but we ultimately opted for a simpler form for better player readability (the middle one on the bottom)

In Unity

In order to make the animation easier, the 3D model is separated into 3 parts: the body and the two legs.

To maintain the fun and quirky aspect of the game, we used bright colors with a lot of glow, which contrasts with the environment. This highlights the character and the overall readability of the game

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Fire FX

The characters are souls in a purgatory-themed game show. To emphasize this theme, characters have small flames above them. This not only adds liveliness to the characters but also serves as feedback. The dash ability has a cooldown; when the player dashes, they lose the flame, and it reappears to indicate to the player that they can dash again

Hell-O-Live gameplay

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This project allowed me :

  • To take the role of an artist on a semester-long project

  • To learn the complete artist pipeline production, from concept to intergration

  • To understand the importance of fast prototyping to test the game

  • To work on a "live game", making changes or adding features after playtest.

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