Project: Ravenous

Production Team

Kveion Cooke - Character Artist

Wandezia - Character Artist

Jed Klika - System designer

Jason - Level Design

Project Ravenous is a third-person shooter set during medieval times. The player’s goal is to track down a monster that has been terrorizing an island. Upon their investigation they discover that the beast does not work alone, some of the locals have grown to treat the beast as some sort of god and have been sacrificing travels in hopes of mercy. For this project, I really wanted to challenge myself to improve upon the skills I had learned on Mardi Gras Madness. I did this by tackling the massive challenge of AI on this. During the first half of this project’s development cycle I had managed to throw a simple patrol and attack behaviors but I felt like the system wasn’t good enough so I did a complete overhaul of it.

While redesigning the AI system I took an aglie scrum approach where I would break the task into smaller tasks. For instance I started by redesiging the basic melee type to have a random movement and attack when close to the player. After completeing that I would move onto adding more complexilty to the system and adding another enemy type that would attack from the distance. As for the boss the fight, I would return to the melee based enemy and rework the system to accomdate any changes that needed to be made.

In additional to working on the system design on the game, I was providing assitance with the level designs of the game. The assitance that I provided was suggesting edits to the designs and how certainly things should be placed to acheive the best sense of progression. I also assited with adding more atomosphere to the levels by adjusting skyboxes and building out the lighting.

A game design document can be found HERE

An overall production schedule can be found HERE