Enkore
Enkore is a 3v3 Online Multiplayer "Hero" Shooter game developed in Unreal Engine 5. Embody music genre idols and compete to capture points using special abilities in heart-popping firefights. This game blends the excitement of FPS gameplay with the enchantment of music, delivering a jazzy experience where you can rock the stage and become a legend. EnKore was a personal project made with amazing friends in order to learn unreal and online multiplayer.
Summary:
Organized over 25 playtests outside of the team to gather feedback on character designs and game mode, creating quick iterations to design.
Utilized Overwatch's Workshop to prototype any potential change without blocking other departments.
Designed 3 complete characters each with their own playstyle that played off of each other.
Quick Iteration
Design Goals
Iterate as fast and as often as possible.
Don't block other departments and lock designs on time.
Try crazy things to see if they work.
Overwatch Workshop
The initial designs were created entirely in Overwatch's workshop, developing and testing over 20 different abilities for our characters over the course of a couple of weeks.
The design needed to be changed a lot during this early period and prototyping in Overwatch instead of in engine allowed for things to be locked in on time for departments.
I led playtests that covered each character as well as testing the capture game mode that I used the workshop to script to replicate.
Spending our time here allowed our development time to be halved and the dedicated engineers on the time used this time to create online multiplayer.
LOTS of Playtesting
I led weekly playtesting events as well as some bigger playtests. Over the course of the project, there were 25+ playtests with more than 100 unique play testers that provided feed back.
Everything has to be iterated on to reach the quality that we wanted for the project.
Creating the Characters
Design Goals
Each character should feel like the genre they represent.
Every character is a support but they don't do it the same way.
Characters should promote team play.
Pop
Pop is meant to have the best movement and allow her team to control the high ground.
Repositioning to high ground is very easy with her, as she has lots of vertical mobility in her double-jump and jump pad.
She’ll be best playing from range and trying to find good positions to use her weapon.
Pop is also great at supporting her teammates in a straightforward fashion. She can help them reposition with her jump pad, and she can give bursts of healing with her “Catchy Beat”.
Jazz
Jazz is intended to be a “flanking healer”. Her orb can get maximum value when an enemy is between her and her teammates.
The burst (reactivation) of her orb gives her flexibility and additional options
Jazz’s goal is to analyze the situation and choose the best option.
Jazz’s dash ability is intended to help her get into flanking positions quickly, while also serving as her escape tool.
The dash is intended to be on a cooldown long enough that Jazz knows that when she dashes, she is committed to that engagement or disengagement.
Rock
Rock's playstyle is defined by her unrelenting aggression and relentless forward movement on the battlefield.
She excels at creating chaos and disruption, always pushing the boundaries to gain an advantage for her team.
In addition to her wall creation and ally healing abilities, Rock possesses ways to create her own angles and needed self sustain to keep on rolling