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Left Upon Read

Left Upon Read is a fast-paced first-person DOOM-like dungeon crawler, in which the player is tasked with saving the princess by defeating monsters - while also replying to incoming text messages.

It was developed in Unreal Engine 5 by a multidisciplinary team of students as part of a professional project module for a AAA client, and further taken to the DARE Academy program, culminating in an awards ceremony held at EGX in London and judged by a panel of industry professionals.

Details

leftuponread_keyart.png

Platforms

PC (Windows, Linux)

Team Size

8 people (Uni), 7 people (DARE)​​

Development Duration

Jan 2024 - May 2024 (Uni)

Jul 2024 - Oct 2024 (DARE)​

Software Used

Unreal Engine 5, Unity (for early level design), GitHub, Blender, JIRA, Procreate, Figma, Illustrator, Photoshop, Word, PowerPoint, Excel, Google Slides, Google Forms, draw.io

Role and Purpose

This project started out as part of a Professional Project module for university, where we were tasked with creating a game based on the prompt "bad timing" for a AAA studio client, who offered valuable feedback throughout development. This was my first time working on project of this scale with a large interdisciplinary team. We made an effort to show up in-person every day to prevent bottlenecks, and had stand-up meetings each morning. 

I was mainly in charge of game design and level design, but later UI as well. Due to limited skillsets and missing disciplines in our team, I signed up to take on a variety of roles beyond my main ones and contributed with animations, a lot of work involving UE5’s materials, environment art and pipelines, audio support, and more. I had little to no experience in many of these disciplines before this project. 

This game was later chosen for the DARE Academy programme, during which we received insights from industry professionals during hot-housing, and later got to showcase the game at EGX London 2024. We ultimately won the best game and best team awards at the competition. 

Working on this project was challenging, but I was able to attain many new skills and insights that I'm confident will help me in future projects. Development is planned to continue for a commercial release after the team has graduated from university. 

Awards and Recognition

DARE Academy 2024 Best Game winner

Judged by a panel of industry professionals

 

DARE Academy 2024 Best Team winner

As chosen by the other teams

TIGA Games Education Awards 2024 Best Student Game finalist

Abertay University's submission for best student game of that year

Shows and Conventions

EGX / MCM Comic-Con London 2024

Glasgow Independent Games Festival 2024

Photopea_LeftUponRead_AwardLogos.png

Contributions by Discipline

Summary

  • Developed the initial game concept of juggling combat and text messages based on client prompt of "bad timing"

    • Identified our target demographic and defined inspirations for gameplay, tone, and style​

  • Involved in the planning, design, and refinement of all systems, mechanics, and any redesigns

  • Wrote and maintained a game design document as well as other documentation throughout development

  • Conducted A/B testing for mechanics to gauge which variations worked better

  • Designed enemy types and their behaviour

  • Worked closely with artists and programmers to gauge the feasibility of design concepts, given time constraints and limited skillsets

    • Development took place in-person every day, with stand-up meetings every morning​

Notable Challenges

  • Designing around the limited time and skillsets available

    • Identified the team's shortcomings, as well as personal goals for learning and portfolios, and designed the game with them in mind

    • The enemy movements and attacks had to be designed around Mixamo animations, as we had no animator on the team

  • Iterating on the phone as a mechanic

    • Using the phone was inherently a distraction and annoyance from the text messages at first, so we attempted to change it into a more positive design loop

    • Flipped the penalties from poor/no text message replies to be less harsh, and instead rewarded the player more for answering well

    • Created a currency-like Battery system that the player can spend on abilities to use in combat or to heal, to turn the phone into something that the player wants to use​

  • Finding a synergy for all the mechanics 

    • We essentially had to skip pre-production and start development right away, so mechanics were being made and implemented until the very end

    • We managed to find a good balance of systems in the end, but throughout development many unused mechanics muddled the direction of the game

    • Scoping was a big perpetrator for this, as everyone on the team was eager to create something great we kept adding more and more, but we found the solution to be in cutting back and refining what we had

  • Tutorialising the amount of systems we ended up with and how they are all interconnected within a short playtime (the game was mainly being played at events and conventions)

    • Created a dedicated tutorial level at the beginning of the game to gradually introduce mechanics to the player, as well as on-screen tutorial prompts​

  • Communicating ideas to other team members in documentation, as well as to our client

    • Since team members had varying degrees of experience with games, I incorporated examples with visuals and video links to games and other media to get ideas across​

Screenshots

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