Set In Stone

Tools: Unreal Engine, Perforce, Miro, Google Sheets

Set In Stone is a third-person coop shooter I worked on as a Tech/Systems Designer. I was a primary systems engineer in a large team of around 40 members over a 6 month period of development for our Steam released Demo.

During development I worked with Perforce for version control and the Agile workflow extensively.

Progression System

I designed and implemented a progression system. Progression involved 2 parts: crystals and a skill tree. The player throws crystal shards into their bonfire which will either give them a random upgrade or a skill point. The skill tree allows players to get new weapons and upgrade their stats even more. All of these features work in a multiplayer game with each player getting their own skill points and upgrades.

Crystals

To fit with the caveman theme, I created a system where the players could fill randomly spawning crystals with sap. Once filled, the crystals will spit out a crystal shard which randomly grants the player either a random stat upgrade or a skill point.

Skill Tree

The skill tree allows players to spend their skill points. It was designed to look like a star constellation

Section one

Wave Manager

I designed, documented, and implemented a modular wave system which sends scaling hordes of enemies to attack the player's and their bonfire. This system includes designer friendly methods to modify the following on a per-wave basis:

  • Progressively unlocking spawn points
  • Wave timing and hoard sizes.
  • Scaling speed and damage
  • Spawn Group and variant spawn weights
  • Scaling for number of players

These systems were built to work on multiplayer.

Below is a video I created to document the wave manager so the design team could understand and edit waves.

Section one