top of page

Game Designer

Alberto.png
Cryo Protocol Logo 2.png

OVERVIEW

Cryo protocol is a FPS game with a Sci-Fi setting, with high adrenaline sequences and tactical decisions to make.

Openly reinterpreting the plot of the movie Passengers, space pirates decided to highjack the spaceship you were on, breaking your cryo sleep pod in the process.

Only one option remains, fighting your way to the command cabin and eliminate all the pirates to maybe get a chance of returning to sleep, the only way to survive the long hourney ahead.

Started as a module focused on Level Design, I found myself wanting to make and actual prototype with a decent level of polish.
I was the only junior who was able to achieve a complete and playable prototype.

Cryo Protocol Test.png

KEY FEATURES

  • First Person Shooter

  • Sprinting, Crouching and Melee​

  • Recoil system and Weapon Variety

  • Enemy cover-seeking system

immagine_2024-09-03_004836238.png
immagine_2024-09-03_004942269.png

IN-DEPTH

Solo Dev

During my academic path we first learned how to use the Unity Engine, and this module was supposed to make us also familiarize with the powerful but harder to get into Unreal Engine 4, while also focusing on a functioning Level Design and a simple narrative for an FPS game.

I immediately found myself fascinated by the raw strength of the new engine, deciding to dedicate a huge amount of hours to it, willing to make an actual playable prototype rather than a half-baked blockout.
And I did it, being the only junior who presented a game at the end of the assignment time, using Blueprint to make every part of the code.

Features

  • Made a feature-complete shooting system, including:

    1. Recoil, both in the gun animation and in the crosshair displacement.

    2. Headshot damage multiplier.

    3. Directional push and ragdoll of enemies upon death.

    4. Reload system with a connected animation.

    5. Implemented 3 different weapons with custom stats:​

      • Rifle - the standard frame of reference​.

      • Shotgun - with damage falloff and a wide spread.

      • Light Machine Gun - high damage but high recoil and slow reload speed.

  • Implemented different character movement options:

    1. Sprinting - with a connected animation and speed lines.

    2. Jumping - get over small obstacles.

    3. Crouching - avoid enemy damage.

  • Implemented a powerful melee attack

    • Also made a custom animation for it.​

  • Designed and implemented Enemies and their AI, some of the features include:

    1. Patrolling when out of combat​.

    2. Small delay when they discover the player.

    3. Seeking a cover to defend.

    4. Variable accuracy depending on distance and speed of the target.

    5. A juggernaut-type enemy with a different stats, AI and weapon.

  • There are also other QOL features that, among others, include:

    1. The guns shoot decoy bullets from the barrel, helping with immersion and game feel.​

    2. Bullets impact generate a VFX depending on the hit surface.

    3. Color coded doors help identify their state.

    4. A regenerative health system, with a dynamic blood decal and desaturation when low on health.

PROJECT DETAILS

  • Solo Dev

  • Genre: First Person Shooter

  • Platform: PC

  • Development time: 2 months

  • Engine & Tools used: Unreal Engine 4.27

  • Other: During this project i was mentored by industry professionals.

ABOUT ME
Junior Game Designer with a passion for the technical side of things and a deep understanding of Visual Scripting tools.
Graduated in Game Design at TheSign Academy in Florence.
PORTFOLIO
SOCIAL NETWORKS
  • Instagram
  • LinkedIn
  • GitHub
  • Youtube
I am looking for a position where i can use my hybrid set of skills while learning an array of new ones.
2024 - ALBERTO SARGENTI
bottom of page