top of page

XENO TRIGGER

      Platform                Engine                       Duration                 Team Size                    Role                      Available On
           PC                   Unreal E4                    8 months                        6                   Game Designer
                                                                                                                                       Level Designer

logo-black-new.png

Overview:

Xeno trigger is a first-person time-trial shooter where players are able to chain mechanics like wall-running and sliding together to gain vast amounts of speed. Targets are placed within the level that if shot at will reduce the time from the timer.

 

Challenge yourself and compete against others by swiftly traversing the mesmerizing environment to achieve the fastest time. ​

Several factors make racing through the map quite a challenge. For instance, the map contains several pitfalls and death drops that make it more difficult to regain time after you die. 

Can you achieve the best time?   

Responsibilities:

  • Conceptualized a basic shape/design, further iterated and adjusted to form final level

  • Designed many iterations of different paths and elevation within the game level 

  • Grey boxing the entire level

  • Utilized Unreal Engine 4 to create the entire level. 

  • Responsible for level building

  • Created and used modular assets for level populating


Design Challenges:

  • Had to adjust each possible path to balance out each playthrough

  • Had to account for newcomers to the first-person shooter genre and adjust level to compensate their play style

Development Process:

Xeno Triggers' development has been a long and interesting process. The project was originally conceived as a first-person survival co-op game, where both players would fight off waves of enemies hordes while defending their base camp. While this premise sounded promising to our team at the time, the amount of work needed to accomplish such a feat was way more than we had expected. Our scope on level designs, different enemy characters, each with their own unique traits and behaviors, and an in-game economy with a weapon shop system was overbearing and took time away from perfecting our core mechanics.   

 

Faced with this issue, we reexamined our design document to identify what elements of the design should change and what should remain. Ultimately, we felt our core design was strong and elected to alter the game so that it would now be a time trial based shooter.

 

This solution allowed us to further emphasize the elements of the game that worked, most notably the fluid character controls, without compromising the work we had already produced for the project. In doing so, we've been able to craft a tight, satisfying core gameplay loop.

Learning Outcomes:

  • Adaptability

    • Kept my composure during conflicts even when stressed and learned to adapt to the situation at hand in order to progress further

bottom of page