TOXIC PINK!

  • Made with UE4
  • 3rd Person Beat'em Up
  • Team composed of 5 members
  • Graduation Project

SUMMARY OF MY WORK

PRODUCER / LEAD GAME DESIGNER / TECHNICAL COMBAT DESIGNER
  1. 3C designing, programming and graphic implementation.

  2. Writing documents to communicate around the project.

  3. Fine tuning an balancing the character for our needs.

  4. Managing and organizing the team using JIRA

  5. Miscellaneous works regarding implementation.

GAME HIGHLIGHTS

FIRST PROTOTYPE VIDEOS

COMBAT SYSTEMS AND INNOVATION

Innovate in a system for a complex and old genre such as Beat'em up.

Even in a basic and simplified form, the Beat'em up genre is complex and hard to create. But because of Toxic Pink! being our graduation project, we had to make it "innovative". So what does it meant for us to innovate inside a combat system? First of all, I think that a big mechanic ruling a combat system can easily transform a Beat'em up into a Puzzle game (blue attacks can only hit blue enemies) and we wanted to create a free experience where there's no such thing as an obvious "answer" to a fight.

As such, we looked for a way to innovate by twisting the basic tools that you would expect in the genre. Two importants example for this are the Witch Time (from Bayonetta) and the Leviathan Axe (from God of War - 2018), two great ideas that doesn't shine through there originality but with there execution/implementation. To me, innovation for the sake of innovation is pointless and a great combat system is not defined by it's originality but by the relevance and execution of it's options. Thus, I think that innovation for a Combat System is about finding the right set of mechanics and dressing them up to perfectly fit your fantasy.

That's what we tried to do in Toxic Pink! with our few exotic mechanics. Namely the different attacks combination and the Toxic Pink gauge which acts as the character life points and energy gauge to unleashed imposing powers.

USEFUL LINKS

ITCH.IO

THE TEAM

Creator/Artistic Direction: Csonka Lili
Level/AI Design: Hubert Thibault
Environment: Penz Andréa
Animations: Rivière Guillaume