Karl Lewis - Technical Game Design Reel Spring 2020
My name is Karl Lewis and I am a Technical Game Designer who loves designing, tweaking, and balancing game systems with an equal passion for implementing systems in code. I will soon be graduating from Champlain College with a B.S in Game Design and minor in Game Programming as well as a specialization in sonic arts for games, including sound design, production, and music. While these three areas are my focus, I also possess the necessary skills to work in any design-related role in a team setting and have fulfilled many different roles throughout my current and past team projects.
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Cash Force was designed to merge the simple shooting of arcade shooters with streamlined grabbing and reloading interactions to strike a middle ground between simulation and arcade gunplay.
I designed several interactions for motion controls to make loading and cocking guns feel just as fun as shooting them but kept them simple enough for hectic firefights. Loading is streamlined with a guiding interface and effortless input to keep players immersed in frantic combat; I spent a lot of time tweaking inputs to make loading guns.
To do this, I created a system of modular grab points for each type of interaction to make gun functionality easy for designers to set up and players to interact with. I programmed the guns' shooting and interaction logic in a base class and exposed key parameters to let designers quickly make unique feeling guns.
I also created a contextual Recoil system where recoil differs depending on the gun's grab state to differentiate each gun from one another.
Recoil uses procedural animation affected by tweakable timeline animation curves, allowing designers to tune the feeling of each gun to fit its role in combat.
My name is Karl Lewis, and I did Technical & Systems Design on Cash Force!
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I do not own the music used in this video, all rights and ownership go to it's respective creator(s).
Music Credit: LAKEY INSPIRED - Distant
Видео Karl Lewis - Technical Game Design Reel Spring 2020 канала Karl Lewis
_______________________________________________________________________________________________
Cash Force was designed to merge the simple shooting of arcade shooters with streamlined grabbing and reloading interactions to strike a middle ground between simulation and arcade gunplay.
I designed several interactions for motion controls to make loading and cocking guns feel just as fun as shooting them but kept them simple enough for hectic firefights. Loading is streamlined with a guiding interface and effortless input to keep players immersed in frantic combat; I spent a lot of time tweaking inputs to make loading guns.
To do this, I created a system of modular grab points for each type of interaction to make gun functionality easy for designers to set up and players to interact with. I programmed the guns' shooting and interaction logic in a base class and exposed key parameters to let designers quickly make unique feeling guns.
I also created a contextual Recoil system where recoil differs depending on the gun's grab state to differentiate each gun from one another.
Recoil uses procedural animation affected by tweakable timeline animation curves, allowing designers to tune the feeling of each gun to fit its role in combat.
My name is Karl Lewis, and I did Technical & Systems Design on Cash Force!
_______________________________________________________________________________________________
I do not own the music used in this video, all rights and ownership go to it's respective creator(s).
Music Credit: LAKEY INSPIRED - Distant
Видео Karl Lewis - Technical Game Design Reel Spring 2020 канала Karl Lewis
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