CONOR TULLY, GAME DESIGNER
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Iron Belly Studios - Game Design/Game Production Intern

Time Frame
January 2018 - May 2018 (5 Months)
While abroad in Montreal, Canada for Champlain College's Study Abroad Program
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Projects
Caliber and Class- Level Design for District420 Map, QA Testing
Zombie Road VR - QA Testing, User Story and Task Creation
Fractured Veil 
- Creation and Execution of Daily Smoke Tests
Hold Your Own - QA Testing, User Story and Task Creation
VR Bow Pack - QA Testing


Other Tasks
Weekly Projects Report in TargetProcess and Excel
Daily Task Management and Sprint Check-ins with TargetProcess
Installing new computer parts
Occasionally watering the many plants in the Office


Links
Iron Belly Studios
Fractured Veil

Hold Your Own

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Caliber & Class - District Level

Goals for the level

  • ​Keep sight-lines from capture point to capture point vast and open, the gameplay is supposed to be hectic, and side paths should be appealing to the player because of this.
  • The player should be forced to look for players at a different height
  • Limit the amount of objects to hide behind
  • As the match gets closer to a team's home-base they should have an advantage with height and corners to hide behind
Things I learned from this level

  • ​Blocking a player from going somewhere, and making that blocker believable, is surprisingly hard to do.
  • The Unreal Asset store doesn't always have what you need so sometimes a creative solution is required with what objects and walls you have.
  • Since players can use both third and first person, corners are really friendly, and ambushes don't come as a surprise most of the time. 
  • If grenades are added into the game in the future the level will need some rework as it has too many hard corners, thus allowing grenades to be a bit overpowered. This is good though because it shows how weapons in a game can influence and change the levels.
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