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.


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 the remarkable Unreal Engine 5, this game is a symphony 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 :
• Miro
• Github
• Unreal 5
• Notion
Contribution
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• We are 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, we are in charge of the Hangar Area (The Game is divided between 3 areas, each of them get multiple sub-section and arenas). We are responsible for taking the Hangar from concept to final stage. In addition, we work alongside the level design team to ensure the experience is fluid and coherent for a player experience.

• 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 :
// WORK IN PROGRESS //

Here's a sneak peek of one of the first level of the hangar. WIP, final version may vary.

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