Plunder Fury
is a team vertical slice realized as a part of our degree. We could describe it as a third person shooter, split screen, PvPvE, coopetitive game.
Who amongst your group of friends will become the king of the seas ?
Team :
Nicolas Bergeron-Doucet
Axel Cotton
Patrick Holloway
Guillaume Macher
Timeframe :
3 months
A unique spin on pirates
Since the movement is a primordial part of the player’s experience in a third person shooter, we made sure that the controls were snappy, responsive while still maintaining the fluidity that you would attribute to navigating a boat. It sure looks arcade-ish, and that’s exactly what we were going for!
Events are everywhere in the claustrophobic arena. In this early development stage example, a barrel can be destroyed into multiple smaller ones. Every destroyed small barrel gives out loot that the player will want to collect.
A good number of events can be threats to the players, and they will need to battle it out to obtain loot or power-ups. They can either align against a common enemy, or battle it out while trying to take the loot for themselves. They can even pretend to ally, just the break this agreement and take the treasure for themselves!
As a designer
This project taught me how to efficiently work in teams and how a good code architecture and an efficient pipeline for content creation can lift a project up.
Here is a screenshot of our team’s Fibery, a software to help track development planification .
We also used a dedicated Discord server to keep communication channels active and meet more frequently.