Genre

First person
Roguelike
Speed runner

Platform

PC

Engine

Unreal engine 5.1

Time

7 weeks

Team Size

Team size of 8

My Roles

My Roles

Technical Designer
Technical Artist
UI designer
Product Owner






Link to game

Game Overview


Ascension evolved is a fast paced first person rogue-light slasher with adaptive ability upgrade system. With a focus on speed running. 


The player in a highly mobile intense combat will find, destroy and consume their enemies and will evolve until finally they can become strong enough to challenge the alpha predator of the desert planet. 


Fight in this hard boiled world and become the planetary alpha.


The game is inspired by the pace of Mirror's Edge using Neon White’s movement.

A desert alien world inspired by Dune mixed with the theme of Predator.


Ascension evolved is a fast paced first person rogue-light slasher with adaptive ability upgrade system. With a focus on speed running. 


The player in a highly mobile intense combat will find, destroy and consume their enemies and will evolve until finally they can become strong enough to challenge the alpha predator of the desert planet. 


Fight in this hard boiled world and become the planetary alpha.


The game is inspired by the pace of Mirror's Edge using Neon White’s movement.

A desert alien world inspired by Dune mixed with the theme of Predator.

Technical Design and Art

My main challenges for this project was creating and implementing the various VFX, lighting, materials, and the various user interfaces.

I also for this project I also made a blueprint scripted a save system that handled valuable information such as the players top time score, the players last time and the various settings such as mouse sensitivity and SFX/Music volume.

The effects that were that I feel like were the highlight of this project were a sand particle effect that reads the landscape data of the map so that the sand particles move around the the landscape of the levels, and the pulsating dash reset effect with sine based pulsing that explodes when in contact with the player.

Lighting

I also had the opportunity to make the Lighting in the game.
We started by setting up an inspirational mood board for how we wanted the lighting to look in game. And the main inspirations were Blade runner 2049 mixed with journey.

My two main objectives were.

1. to emphasise the fact that the player character is on a alien planet that he most likely does not belong on the planet.
Ergo the reddish hue of the world clashing with the blue body color of the player character.

2. not be distracting or disorientating to the player character while they are moving through the level.
As for example the effect of travelling though dimly light cave to an open area sometimes proved to be disorientating.

I also had the opportunity to make the Lighting in the game. Here on the left we have the inspirational mood board for how we wanted the lighting to look in game.

My two main objectives were

1. to emphasize the fact that the player character is on a alien planet that he most likely does not belong on ergo the reddish hue of the world clashing with the blue body color of the player character

2. not be distracting or disorientating to the player character while they are moving through the level. As for example the effect of traveling though dimly light cave to an open area sometimes proved to be disorientating

  • Inspiration

Here bellow you can see screenshots of how the lighting turned out.

I am quite happy with the how It turned out and feel like I learned a lot about lighting during this project.

If I could change something is add more Godrays and make the lighting a bit more dramatic .

Here on the right you can see screenshots of how the lighting trued out

I am quite happy with the how It turned out and feel like I learned a lot about lighting during this project

If I could change something is add more Godrays and make the lighting a bit more dramatic



  • Here you can see that even the areas that are in the shade are relatively bright
  • I also tried to position the light source in the general deration the player is meant to go
UI Design
UI Design

For this project, I was in charge of designing and developing the Main menu, Player Hud, Upgrade Menu, Restart Menu, as well as creating the material effects and animations for the UI.

When addressing this assignment, my thought process was to try to create as many smaller UI widget segments that could be used in a variety of widgets as much possible. This would make the development process of the versus UI elements much easier.

I also wanted to develop a menu that was responsive , which I accomplished by adding animations for when the player hovers over a button and shifting the camera while entering different sections of the menu.

It was also an exciting task to create the user interface for the high score system as I only wanted to show the data to the player if it was available and valuable.

Technical Design
and Art

My main challenges for this project was creating and implementing the various VFX, lighting, materials, and the various user interfaces.

I also for this project I also made a blueprint scripted a save system that handled valuable information such as the players top time score, the players last time and the various settings such as mouse sensitivity and SFX/Music volume.

The effects that were that I feel like were the highlight of this project were a sand particle effect that reads the landscape data of the map so that the sand particles move around the the landscape of the levels, and the pulsating dash reset effect with sine based pulsing that explodes when in contact with the player.

Lighting

I also had the opportunity to make the Lighting in the game.
We started by setting up an inspirational mood board for how we wanted the lighting to look in game. And the main inspirations were Blade runner 2049 mixed with journey.

My two main objectives were.

1. to emphasise the fact that the player character is on a alien planet that he most likely does not belong on the planet.
Ergo the reddish hue of the world clashing with the blue body color of the player character.

2. not be distracting or disorientating to the player character while they are moving through the level.
As for example the effect of travelling though dimly light cave to an open area sometimes proved to be disorientating.

  • Inspiration

Here bellow you can see screenshots of how the lighting turned out.

I am quite happy with the how It turned out and feel like I learned a lot about lighting during this project .

If I could change something is add more Godrays and make the lighting a bit more dramatic .

UI Design

For this project, I was in charge of designing and developing the Main menu, Player Hud, Upgrade Menu, Restart Menu, as well as creating the material effects and animations for the UI.

When addressing this assignment, my thought process was to try to create as many smaller UI widget segments that could be used in a variety of widgets as much possible. This would make the development process of the versus UI elements much easier.

I also wanted to develop a menu that was responsive , which I accomplished by adding animations for when the player hovers over a button and shifting the camera while entering different sections of the menu.

It was also an exciting task to create the user interface for the high score system as I only wanted to show the data to the player if it was available and valuable.

Product Owner

For this project I had the honor of being the Product owner.

where I was in charge of organizing the game design document and try to organize meetings that where necessary for the project .

The way the me and the team decided to organize ourselves is in for this project was go the democratic route where we as a team would vote any and all Issues and there would not be one owner of the project.

One lesson I had learned for other projects and proved to be very helpful for the project was having small 2-5 min individual one on one meetings with team members. This helped a lot with understanding how people were feeling about the project and the workload and helped see problems ahead of time.

Back to the top

Genre

First person
Roguelike
Speed runner

Platform

PC

Engine

Unreal engine 5.1

Time

7 weeks

Team Size

Team size of 8

My Roles

Technical Designer
Technical Artist
UI designer
Product Owner

Link to game

Game Overview


Ascension Evolved is a fast paced first person rogue-light slasher with adaptive ability upgrade system. With a focus on speed running.


The player in a highly mobile intense combat will find, destroy and consume their enemies and will evolve until finally they can become strong enough to challenge the alpha predator of the desert planet. 


Fight in this hard boiled world and become the planetary alpha.


The game is inspired by the pace of Mirror's Edge using Neon White’s movement

A desert alien world inspired by Dune mixed with the theme of Predator.