When Bioshock meet Doom Eternal
Introduction - Details
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Kill Code is a collaborative project between 40+ developpers.
It's a fast-paced first-person shooter focused on arena combat inspired by the intensity of Doom-like gameplay currently under development. I'm in the Level Design team.
It's a fast-paced first-person shooter focused on arena combat inspired by the intensity of Doom-like gameplay currently under development. I'm in the Level Design team.
Dive into Kill Code, an exhilarating first-person shooter that propels players into the heart of chaos within the Ìkà Research Outpost, hidden in the volcanic caverns of Mauna Loa.
Crafted with Unreal Engine 5, this game is a mix of speed, strategy, and survival, blending the elegance of Art Deco with the boldness of futuristic technology.
Players assume the role of Prax, an elite soldier endowed with a unique arsenal and an AI companion, tasked with quelling a catastrophic outbreak threatening the world.
As Prax confronts biotechnologically enhanced foes under the direction of a mysterious force, the game showcases the synergy of linear storytelling and dynamic gameplay. It beckons players into a journey of discovery…
Using :
Using :
• Miro
• Github
• Unreal 5
• Notion
Contribution & Preproduction
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• We're using Miro to gather our images, references and working alongside the other teams. We organise our meetings via Google Calendars, Discord and we document using Notion.
• Working alongside Ben Hudson, I'm in charge of the Hangar Area (the game is divided between 3 areas, each of them get multiple sub-section and arenas). I'm responsible for taking the Hangar from concept to final stage. In addition, I work alongside the level design team to ensure the experience is fluid and coherent for a player experience.
• The goal was to blockout a level that will have an estimated 30 minutes of gameplay and iterate throughout the process. While doing so, implement combat encounters, arenas, scripted events trough Blueprints.
Workflow
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I started by using the narrative document that was given to us to create some gameplay ideas and make sure all key locations and levels are up to date :

At the same time, we gathered our references for each key locations :

And we finished by making a flowgraph and a top down map to make sure everything was coherent and ready to move from pre-production to production phase :


Production
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I started sketching and jumped into engine :

Here's how this space transformed trought time :

1st Iteration

2

3

4

5

6
Here's a comparison for the first playable version and the last playable one :
Current State of the project
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The director of the project changed, as well as the scope and the people. While the first idea was to make a 3h+ game, we scaled down to make a 30min action packed game, to showcase nothing but our best. It allow the project to be released sooner, and progress to be smoother as well. I am still in charge of the Hangar, but only 3 areas instead of 7.