October 2015 - August 2016
Tuque Games // Perfect World Entertainment
ABOUT THE GAME
Livelock is a co-operative top-down shooter where you play solo or with up to two allies to break the cycle of infinite war between machines.
As one of the remaining Capital Intellects, your role is to unlock Eden and revive humanity. PC-PS4-XBONE
ABOUT MY CONTRIBUTION
I wore many hats on this project, I started doing UI/UX working on all the contexts in the game as it was taking shape, growing in identity. Working with design peers Jeff (creative director) and Kevin (game designer), we pretty quickly nailed down the scope of the metagame and got to iterating which was really easy and fast on Unity. As wireframes were getting developped, I spent a couple of months doing cutscenes, my ease with game engines and animation sequencing allowed me to work with Kevin on the script and Alexandra (3D animator) and Domgad (VFX); we produced close to 30 in-game cutscenes for the game, totalling around 25 minutes of in-game time, in addition to a couple of trailers for Perfect World's marketing needs.
The game shipped with close to the entire UI created, implemented and animated by myself, in collaboration with Hugo (UI programmer).
The goal for the menus was not to reinvent the wheel but to re-use flows and structures players in the genre were familiar with. The lobby did take a couple of iterations to get right as we learned which type of data would players be needing the most exposition on during this part of matchmaking. These contexts also included flows such as upgrading weapons, equipping ability upgrades, equipping cosmetics, character creation, etc.
The player could gain access to several types of unlockables in the game such as monster cards to track kill progress, ability cards, weapon cards, various locations. This was fun as it gave me the opportunity to work with Unity UI shaders which not all game engines support.
Aimed to get a minimal HUD with only the essentials; objectives, player status, ally status, announcers and event feedback, item pick-up notifications, etc. The most tricky one was the loadout information because we had to determine how much info on sheathed weapons was enough (or too much). I also animated the Eden Ring feedback (mixing VFX & 2D) and was the owner of the After Action Report.
I am not an artist but do enjoy doodling with concepts on photoshop which was useful as we were looking for the game's identity.