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Hell of a Job

🧩 Pitch

In the depths of hell, collect as many souls as you can and sabotage your opponent to satisfy your boss.

📋 Specificities
  • 1-year videogame club project (09/24 to 08/25)

  • Couch game, versus, local

  • Unreal Engine

  • Worktime : 5-10h/week (10-30 teammates)

🎮 Core loop

Collect souls, throw them to your opponent then score them at portal.

Game design
  • This project began with the establishment of its pillars: easy to learn/easy to play, replayable, fast-paced.

  • Thus, each feature had to meet at least one of these pillars.

  • We were two game designers, so we worked according to the 7·3·1 method on Miro to iterate and develop concepts : 7 ideas, 3 concepts, 1 game. We consulted the team at each stage to get their opinions.

  • Once the initial concept had been chosen, we held several meetings with professionals to better scope  the project.

  • A one-page document was created to ensure understanding and feasibility of the project.

  • The documentation was created on Notion in order to share it as effectively as possible.

  • Our main inspiration was Boomerang-Fu. We wanted players to experience similar sensations while playing Hell of a Job: the pleasure of crushing your opponent, the feeling of power with a weapon in your hand but goofy action sequences.

Focus on features

Camera

  • The camera always focuses on both players at the same time, panning, zooming in and out to enhance the dynamism of the action sequences.

  • This limits player's sight, but indicators show where are offscreen souls.

Dash

  • This action combine dodging, running, jumping and kicking. Four actions in one to simplify learning and playing.

Throw

  • In the same vein and due to camera angle, a direction indicator has been added to assist the player with aiming.

  • A hit stop has been added to enhance the feeling of power.

Trajectory assistance

  • Since throwing is the core mechanic, we wanted it to be used as often as possible. We made it easier to succeed in order to keep players interest by correcting throw's trajectory.

  • Also, it maintains game momentum.

Floating state

  • Above a drop, for a short period of time, players will not fall.

  • Once again, this reflects the same desire to increase the pace and makes the game more goofy.​

Attack/defense balancing

  • In order to give players the opportunity to influence the course of the game, they can alter state of their opponent and their possessions.

Souls' spawn balancing

  • Souls' spawn depends on the difference in score.

  • It will always benefit the looser in order to catch up more easily.

Data asset

  • Each variable can be modified from a data asset.

Technical design
  • WIP

Level design
  • WIP

  • GPE: Make the world more consistant.

Quality analysis
  • WIP

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