
- Видео 10
- Просмотров 738
Michał Paciorek
Добавлен 25 фев 2014
I'm Level and Quest Designer. I worked on The Invincible, EarthX and Devlife.
On my channel you will find my level and quest design portfolio and videos with parts of games I worked on.
On my channel you will find my level and quest design portfolio and videos with parts of games I worked on.
SinglePlayer Mod for Squad - Gameplay Design Showcase
Hi, I’m Michał Paciorek and I want to share my Gameplay Design project for Squad. My goal was to change Squad into a more single-player experience.
Everything you see in the video below was done in Blueprints in UE 4.27 (Squad has an SDK based on UE 4.27).
00:00 - Intro
00:05 - Bot's in Vanilla Game
My ideas, implementation and solutions:
01:26 - Bot's reacting to getting damage
02:11 - Bot's reacting to death of teammate
02:59 - Teammate in fight with the Player or spot the Player
03:28 - Reaction to the smoke (my idea & solution)
04:13 - Reaction to the Frag Grenade
04:57 - Randomization of bots set for gameplay and level design variety
06:57 - Night Vision + Laser Sight
08:38 - Activation Trigg...
Everything you see in the video below was done in Blueprints in UE 4.27 (Squad has an SDK based on UE 4.27).
00:00 - Intro
00:05 - Bot's in Vanilla Game
My ideas, implementation and solutions:
01:26 - Bot's reacting to getting damage
02:11 - Bot's reacting to death of teammate
02:59 - Teammate in fight with the Player or spot the Player
03:28 - Reaction to the smoke (my idea & solution)
04:13 - Reaction to the Frag Grenade
04:57 - Randomization of bots set for gameplay and level design variety
06:57 - Night Vision + Laser Sight
08:38 - Activation Trigg...
Просмотров: 200
Видео
The Invincible - CShip Quest Design
Просмотров 1223 месяца назад
Yasna wakes up at the Condor and learns that Rohytra is already on board. She must join him and decide what to do about the Cloud. 00:00 - Intro 00:14 - CShipStart/CShipHold 08:47 - CShipMedLab 13:33 - CShipBoming - Bombing the Cloud
The Invincible - HideNight & Coffin Quest Design
Просмотров 199 месяцев назад
The Invincible - HideNight & Coffin Quest Design
The Invincible - Convoy Quest Design
Просмотров 139 месяцев назад
The Invincible - Convoy Quest Design
The Invincible - FBase Quests [Quest Design]
Просмотров 7910 месяцев назад
Hello, I'm Michał and I worked on The Invincible as a Quest Designer and Level Designer. In this video, I present three quests based on the scene system and two implemented without it. Implemented with using the scene system were a three quests in transporters (Command transporter, BioLab transporter, and GeoLab transporter). In the command transporter, the player has three activities - probe c...
The Invincible - City [Quest Design / Level Design Portolio]
Просмотров 3611 месяцев назад
Hello, I'm Michał and I worked on The Invincible as a Quest Designer and Level Designer. In this video, I present a part of a game, that I had the pleasure of working. As a Level Designer, I added two areas in CityArea, both on the sides of the main area. I designed from scratch level "CityTrace" and "CityMan" working on these quests at the same time. As a Quest Designer I worked on 4 quests fr...
The Invincible - Main quest (Quest Design)
Просмотров 8311 месяцев назад
Hello, I'm Michał and I worked on The Invincible as a Quest Designer and Level Designer. In this video, I present the Main quest - quest with functional dialogs playing in specific moments. The main quest communicates with other quests through facts set in a particular quest. The main quest has functional dialogues to fill the silence or to inform the player why he can't perform an action (e.g....
The Invincible - Lost [Quest Design/Level Design]
Просмотров 3711 месяцев назад
Hello, I'm Michał and I worked on The Invincible as a Quest Designer and Level Designer. In this video, I present a part of a game, that I had the pleasure of working. "Lost" is the first 15-20 minutes of the game and includes 5 quests and one flashback. I worked on these 5 quests, but not on flashback this is why I skipped it. As a Quest Designer, my job here was to refresh the old quest imple...
Louis Village Rework - Level Design
Просмотров 88Год назад
Rework of my old map - Louis Village Link to portfolio: www.artstation.com/paciorek Link to level: far-cry-arcade.ubi.com/en-gb/pc/map/64b1737bd48d34048040cb9c
Signal Versus - KrakJam 2018
Просмотров 636 лет назад
Our game at KrakJam (local edition of Global Game Jam)
It gives me hope ! Thanks a lot for your hard work Michal !! 🎉
It'd be great to give bots orders if they were squads, i.e. go here, defend this, build here, transtport there, heal, revive, etc. And all that on an action wheel
Yes, that would definitely be great - although it would be a completely different solution because here I focused on the behavior of opponents, not the player's teammates.
Will be nice if you co operate with squidder zeus mod.
@@gxy919 As far as I know, squidder bots will be official implement to Squad and Squad SDK soon as the normal update for the game. This is why I decided to finish my work with those bots and wait for the squidder bots.
They always all move at the same time. Basic fire movement usually has half the team moving and half covering, right?
Yes, you are probably right. I think they should be divided into two teams and go from cover to cover. The first team gains ground and hides behind the cover, then the second team bypasses them and gains ground and then hide behind the cover. And so on. I would also have to take into account if they are in the interiors or exteriors and if there are larger obstacles like a building, truck, or wall between the teams. However, please keep in mind that this was my first time working with AI and bot behavior and my first time working with a very tactical shooter game. Gameplay design is also not exactly my specialty, but rather Level Design & Quest Design. I'm sure there is a lot of room for improvement in what I did, both in design and implementation. Certainly what I could do now at a low cost is to split the squad into two groups and the second would start moving after a few seconds - to get better experiences.
The movie Solaris based on Lem's novel also had visuals like this.