Overview

Blood Thrill is a UX prototype of a Multiplayer Action Survival Horror Game. The game is an asymmetrical multiplayer (4vs1)  where one player takes on the role of the blood thirst Killer completing a Ritual, and the other four players play as agile Survivors, trying to escape the Killer.

This prototype focuses on giving the user the experience of the Killer's gameplay, focusing on Game Feel. As a Killer, the goal is to bleed survivors out to complete a Blood Ritual, and in the end, kill the Survivors. As a Survivor, your goal is to escape the area and avoid being drained and killed.

  • The user is a "Blood Harvester", a first person demon that drains the blood of survivors to use it in The Ritual.
  • The Ritual is a mechanic that changes the map along the match. Both teams can alter The Ritual. The map contains multiple random elements to add variability on each game.
  • The survivors (AI for this prototype) are high mobility third person players that need to escape by completing objectives and running from the killer.
  • This small proof of concept/prototype is built as a PC single player only-title, where the survivors are AI. The end product would be a fully multiplayer asymmetrical 4v1 game.
  • Genre: Asymmetric Multiplayer Action Survival Horror
  • Engine: Unreal Engine 4
  • Duration: 3 months
  • Objective: Create a prototype focusing on UX, Game Feel and Core Mechanics 
  • Responsibilities: Game/UX Designer, Programmer
  • Platform: PC
  • Team Size: 2

The Killer

For the Killer's Gameplay Feel, I focused on creating multiple systems to accompany each attack, and balancing them so they feel powerful, have a high skill ceiling and feel both impressive but fair to play against.

Blood Pulse (Melee)

The killer posses a potent melee hit that damages survivors greatly.

  • Killer speed Slowdown (for weight) + speed burst for survivors on hit.
  • Particle, splatter, and screen shake to give punch.
  • Post-Process to show the attack cooldown organically.
  • Hit reaction animations, blood splatters, and potent audio design for survivors/killer.

Blood Ray (Distance)

The killer has a blood drain power with long range that slowly drains blood.

  • Avoided any effects while using the power to ensure precision.
  • Blood Ray time remaining shown via Dynamic Audio.
  • Voice lines to reinforce successful impacts.
  • Post-Process + Sound to show the cooldown organically.

Gameplay


Level Design

Level Design for an asymmetric title is always a big challenge. I wanted to offer replayability, different heights, and different routes for each team. This title require different components:

  • Obstacles: Fixed locations with random spawns so survivors gain distance or escape the killer.
  • Fountains: Controls the Ritual progress. Placed in fixed locations. Survivors and killers can interact to alter the Ritual progress.
  • Objectives: Placed in fixed locations, survivors need to find and complete them. Objectives are randomly selected each match.
  • Killer's Traps: Appear with the Ritual progressfixed locations with random spawn to create riskier paths for survivors.

More...

If you want to learn more, check the GDD below, including:

  • Core Mechanics Design
  • Character, Controller, Camera  Design
  • UI/UX Design
  • Multiplayer and Matchmaking Design
  • Monetization/Personalization Design

Let's Get In Touch!


Madrid, Spain