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SUMMARY

Produced Spring 2021-ongoing. FireFight is a 3rd Person Action Sim Shooter revolving around advanced transforming firefighting mechs called Air Tankers. I directed three concept artists; Ray Cotton, Allie Airwin, and Wilson Huang to help me produce a visual bible to inform the aesthetics and visual themes represented within gameplay and mechanics. Join the Fire Brigade and save humanity against fire starters called Arsonals. Get immersed in the World of Fire fighting, utilizing air and ground tactics.

CONTRIBUTIONS: Developed and pitched the FireFight Intellectual property, Designed and built the World and Narrative story, Game Design Document, and Technical Design Document. Developed and made several prototype versions of the game including level design and combat encounters. Lead a group of concept artists to produce an Art bible.

SPECIFICATIONS

  • TEAM: 4 - Lead Game Designer

  • GENRE: 3rd Person Action Shooter

  • DURATION: 14 Weeks

  • SOFTWARE: Unity, C#, Confluence, Gethub, and Photoshop.


GAME PILLARS

Captivating World Ablaze

Present a fascinating world that captivates the audience’s attention. Immersing players in a world ablaze, illuminated by raging fire starters called Arsonals that wage war against humanity. Our story world is fabricated not only to combat a new threat to humanity but to also echo the very real global threat and consequences of ignoring climate change. Firefight is a world that takes its conflicts seriously, allowing players to enter an immersive state and remain captivated. 

Future FireFighting

Immerse players in the future of firefighting tactics and equipment, utilizing new innovative gear and tactics to immerse players in a new age of combating fires. Air Tankers once used to combat wildfires are now used to combat a new lethal threat to humanity, called Arsonals. Coupling the thrill and action of both air and ground combat Air Tankers transform between modes enabling players to decide. Fight or flight?

Fires and FireStarts

Objectives and enemies are keystones to game progression and gameplay. Players battle to bring honor to the Fire Brigade, facing fiery foes in high-stakes battles for territory and survival. Eliminating all foes and protecting the vital logistics of the city and its inhabitants is a heroic and honorable duty. Defending humanity from waves of enemies while protecting a flammable world and important objectives creates a dilemma for players on how to prioritize whats worth defending and what can burn. 


GAME OVERVIEW GROUND MODE

Players have the ability to switch between Air and Ground mode apart from a fight or flight mechanic that enables players to pick and choose their battles. While in ground mode players can target the weaker parts of Arsonals and deal more damage however this leaves the player to be more vulnerable to hordes of enemies and other hazards on the ground.


GAME OVERVIEW AIR MODE

Air combat is meant for players to cover wide areas and long distances in a short amount of time while also providing players with information and insight as to the whereabouts of both fires and Arsonals are present. Players utilize this mode to quickly collect water and diose areas with large amounts of water to extinguish fires and enemies to have a large area effect. This however makes the player vulnerable to attacks as air mode is slightly weaker to attacks than mech mode.


LEVEL OVERVIEW

The process behind the level is to make sure that players have access to large bodies of water such as lakes, rivers, icebergs ext to allow them plentiful resources. On the other side, Arsonals need to have designated lanes or paths to allow them to travel across the map to the designated Refinery location the player must defend. this creates a map that has two to three climates and or terrain. The scale of the map is also important as there needs to be enough space for flight mode while also not having too much space between in case populating the terrain is an issue as the player can transform between air and ground mode. The boundaries of the level are encapsulated in electrified smoke clouds that prevent players from entering them. This is also used to enclose parts of the level as well as open up parts of the level to simulate levelution and dynamic changes to the level to allow players more access.


META GAME LOOP

The gameplay loop is meant to create an endless cycle of motivation to continue playing and fighting. The game is meant to create a dilemma for players as they prioritize the most important objectives to save and the order in which they save them. This is also enforced by the fact that players can run out of ammunition, requiring the player to leave the combat zone to collect more. This creates a level of anticipation, as players are aware that the fires will continue to burn if they are not quick to quell the problem. When the player finishes the level they are rewarded, allowing them to spend their rewards on upgrading and bettering their mech for the next fight, thus motivating them to continue playing.

Walk Through


REFLECTION

Development for this project was fast-paced, much of what went into this project goes unseen. I worked with concept artists to develop a visual bible for my personal game. Much of my contribution comes from the systems, design, and concepts that you’ve seen. The primary goal for this project was to create a game that encapsulates an experience never seen before. Joining flight-simulation games with mech games, to create a fast-paced action experience. The core message of the game focuses on climate change. Bringing awareness to the environmental impacts humanity has on the environment. A lot of inspiration for this project comes from the Cal Fire, since I was a child I’ve looked up to the skies to see heroes ensuring the safety of our communities from wildfires.


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