PROJECT WANNABE

Dive into Project Wannabe, 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…

PROJECT ROLE

LEVEL DESIGNER

I have been working on Project Wannabe on a voluntary basis since October 2023, joining the project at a very early stage has meant that I’ve been able to have active input in the level concepting and progression

  • Collaborating with over 30 developers internationally

  • Creating part of a 45 minute segment of gameplay encompassing the Hanger, the 2nd act of the project.

  • Taking levels from concept to 3D in-engine implementation.

  • Pitching Level Designs & Gameplay mechanics with a focus on the projects creative vision.

  • Greyboxing range of encounters based on existing gameplay mechanics using the blockout toolkits created for the project focusing on the player experience and progression


WORKFLOW

INITIAL IDEAS

WRITTEN

Using the Narrative Design document as a template I created initial gameplay ideas

REFERENCES

Using discussions with the Art team and narrative, I start to gather references about the spaces, with a focus on interesting gameplay shapes and architecture

FLOWGRAPH

I mapped out the gameplay beats and different conditions for the player to pass various gameplay challanges and ensuring rich gameplay variety before reaching engine


BLOCKOUT

Once the documentation had received a pass from the lead and fedback I started to work on the first area, the RECEPTION.

As this was the introduction to a new act I gave the player some quieter moments before they got to the main hall, which to keep pacing, is a small combat encounter. I went through several iterations of the area to try and capture the right scale, difficulty and pacing- making sure to personally playtest as well as seeking feedback from the team.

FIRST PASS

FINAL PASS