Project Bolt
Project Bolt
This game was developed for my collaborative project at the University of Liverpool, in which I took the role as team lead.
The other team members are credited in the description of the embedded YouTube video.
Project Bolt is a first-person physics-based puzzle game set in a prison fortress in revolutionary France. Armed with a stolen crossbow and your wits, you must escape your cell and uncover the secrets of the oppressive stronghold. Each decision you make will have meaningful consequences whether you choose to follow order, embrace chaos or maintain a balance of both. Resourcefulness, problem solving, and morals will be tested when trying to break free from your imprisonment.
Below is documentation of some of my stand-out contributions to the project during the first semester, although this is not an exhaustive list.
I created a communal game pitching document which was used to share our game ideas with the team in-person.
Inside this document, I pitched a puzzle game, with stealth OR hack and slash mechanics, set in a mediaeval prison with a core theme of “Order vs Chaos”. This idea was well received by the team, and later evolved into Project Bolt.
After establishing the art direction, I reiterated the crossbow design adding more polish, detail and personality. The materials were created using Blender’s procedural shader nodes, and a looping animation was created for shooting and reloading.
During the early phases of development, I created some low-poly 3D assets using Blender, which were used to establish a consistent low-poly art style.
Using draw.io, I designed a floor plan for the first level using an accurate scale. Using this tool, I created a series of rooms, which each had a puzzle that would teach a player a new mechanic following the Kishōtenketsu structure.
After establishing the crossbow as the core mechanic, I designed four bolt variations, three of which would make it to the final release version.
Using a combination of my 3D models and various other CC0 assets, I blocked out the first level and prototyped crossbow functionality using Blueprints in Unreal Engine 4
Using my 3D assets, I created the animation used in the first trailer.
I created a Gantt Chart to outline and manage the team’s key milestones.
Below is documentation of some of my stand-out contributions to the project during the second semester, although this is not an exhaustive list.
Following our presentation the team hierarchy was re-evaluated, with me becoming the project director.
As the director I managed the team, assigned sprints to each member on a weekly basis, defined and reinforced the project’s scope and set deadlines for key milestones in the project. Becoming the director also meant I would take on many roles such as level design, environmental design, programming, 3D art, 2D art, game feel and polish as well as helping out with marketing and implementing audio.
On a weekly basis I assigned sprint tasks to every member of the team, which would be reviewed at next week’s meeting. This method ensured the whole team knew the current stage of development, and allowed everyone to keep on track with the development roadmap.
I created a development roadmap, which outlined all of the key deadlines we needed to hit in order to release and polish the game to our best ability.
To manage and streamline production of 2D art, 3D assets and audio I created a communal asset list.
To ensure team files could be easily located, and wouldn’t get lost, I set up a robust file storage system in Microsoft Teams.
I established the project's design pillars, which were referenced during development to prevent scope creep.
Using various puzzle design techniques, I created a large amount of puzzles that were cut down on, and improved in order to avoid diluting the experience or overwhelming the player.
Using Blueprints, I created a system that allows for puzzle mechanics (Targets, Breaking Wheels, Sewer Magnet, etc.) to open doors if they have the correct interface and matching ID numbers. Opening the door will also trigger an animated cutscene.
Another puzzle I created involves spinning “Breaking Wheels” to point All 3 skeletons in the correct directions, like a combination lock. The answer to each wheel is hidden somewhere in its corresponding room.
I also made the sewer puzzle, which requires players to block certain water streams with the crate in order to move a piece of metal under a magnet on a chain, which opens the door.
This puzzle required five Blueprints to work in tandem in order to function:
I also made and placed one-way gates throughout the level which would close behind the player.
I implemented a simple pause menu, allowing players to resume or exit the game.
It is also worth noting that I imported every single asset seen in the game, including making animation blueprints, blend spaces and manually building collisions where necessary.
I also had to alter the AI Blueprint to swap the skeletal mesh, animation blueprint and collision if the guard is female.
I added functionality to the UI, which changes the reticle depending on which bolt is equipped.
To enhance the “game feel”, I implemented weapon sway to the crossbow.
Before making the level, I blocked out all of the rooms in Unreal Engine 5, using its cube grid tool to quickly design and reiterate on the level until the scale and critical path were finalised.
Using modular assets created by Harry, and the player controller created by Shusuke, I blocked out the first version of the game and implemented some basic functionality for the puzzles.
After months of iteration, the final version has 3 unique sections with varying assets, room sizes and puzzles.
I created environmental assets including broken stairs, debris, a magnet, chain and target.
Additionally, I created a vast array of 2D assets, including decals for blood, moss, grime, puzzle hints and tutorials, as well as the scrolling water texture which was made with a seamless Voronoi map.
Before handing off the game to testers, I created an 8 section playtest survey which was given to players at the end of the testing session, collecting both quantitative and qualitative data. The feedback collected from this form is discussed in detail in my reflection document.