Helix
What is Helix and what was my role in its creation?
Helix is a MOBA FPS hero shooter based on its unique game mode and diverse mechanics. During gameplay, you get to choose between three different heroes which all have unique ability trees. Every time you kill an enemy you get to steal his DNA that you can then use to purchase various branching abilities. Once enough abilities have been purchased a king of the hill area opens up for all players to capture.
Key Responsibilities:
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Used blueprint scripting to create all of the mechanics, abilities, multiplayer and weapon logic and movements in the game.
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Brainstormed and designed each ability and statistic behind all three characters a
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Designed and implemented the two game-modes.
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Acted as the team leader, managing all aspects of workflow, tasks and financial management.
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Developed the project's core design which I pitched to Tranzfuser in order to enter the competition.
Why make Helix?
The idea of making Helix ultimately came from my previous work on Project S.S.H., which already had some base ideas fleshed out. Helix is the result of the hard work put in through the Tranzfuser competition. But why join Tranzfuser? This was an amazing opportunity to not only produce an amazing portfolio piece, but also to gain knowledge on team management, indie studio simulation and blueprinting knowledge in Unreal Engine.
Trailer
Helix was developed during the Tranzfuser enterprise competition in Unreal Engine 4 which lasted 4 months. The team was comprised of two programmers, one character artist, one sound designer, and one environment artist. My role was that of team lead, managing the budget, assigning commissions, registering the company and assigning tasks as well as programming the game in blueprints. A playable version of Helix is available to download below.
Helix was awarded the best game by the public, winning the audience award during the Tranzfuser competition as well as a 'One to Watch' from the Meta Games Industry Index.