
Peblito: Rock and Roll
Overview
Peblito: Rock and Roll is a 3D platformer that I am developing as a member of Studio Half-, a team of fellow graduate students at the Florida Interactive Entertainment Academy and undergraduates from the University of Central Florida. The game follows Peblito, a young pebble on a rite of passage, and his unexpected journey into the depths of the island volcano. Luckily for our protagonist, he is rather nimble and can dash, burst, vine whip, and roll his way through the volatile subterranean environs. Below is our latest gameplay demo.
Role: Design Lead
Team Size: 17
Game Engine: UE4
Final Gameplay Demo
Game Trailer
Responsibilities and Contributions
Design Lead
As the team’s design lead, I am responsible for providing the design framework that guides the game’s mechanics, narrative, tone, and audio. One of my first tasks in this role was to craft the game design document to provide this foundation, ensuring a realistic scope given our team makeup and limited production cycle. You can view the original design document here.
One-page design for the Burst mechanic
In addition, I manage the team’s technical, level, and audio designers and serve as the primary contact between the design team and the programming and art teams. Much of my work in this role involves ensuring the consistency of the game experience and organizing joint efforts to solve development problems. This includes writing design documentation, task evaluation and feedback, and maintaining the design team’s hour estimates and production timeline. I also report to the project lead and work with them to set monthly design goals that we consistently compare with the project schedule to ensure timely production and mange scope.
I also spearhead the team’s data-driven design efforts using competitor analysis, gameplay metrics, and playtest data to tune players’ in-game experience. Much of this work involves distilling spreadsheet data into tangible action items which I then sort by relevant department and provide to team members for implementation. I also produce game-wide reports, such as difficulty charts, to visualize players’ experience and compare it with the intended experience we are aiming to produce.
Here are two examples of the type of information I gathered from competitor analysis. These charts depict difficulty by challenge number. Difficulty level was measured using a qualitative difficulty scale I created (difficulty of 0 meant the player cleared the challenge with no deaths, 1 meant one or two deaths, 2 meant three or four deaths, and so on) and was validated through several playthrough videos.
Difficulty chart for “City Escape” level in Sonic Adventure 2 Battle.
Difficulty chart the first fourteen levels in Crash Bandicoot 4: It’s About Time.
I referenced these charts and our playtest data when sorting our action blocks amongst our three levels. That way we could take insights from successful platformers and make informed decisions regarding when to present the game’s most difficult challenges to the player.
Likewise, I drew inspiration from competitors in regards to structuring the rolling sections of the game. The speed sections in Sonic Adventure 2 Battle and the chase scenes in Crash Bandicoot 4 were particularly helpful in this effort. One of our main concerns was that the player would have to quickly navigate challenges in a newly introduced movement mode. The information I gathered from these sources guided our construction of the rolling such that we gave the player a balanced mix of scaffolding and challenge.
Ramp in “City Escape” level in Sonic Adventure 2 Battle.
Ramp in Peblito: Rock and Roll.
Boss chase in “N. Sanity Peak” level in Crash Bandicoot 4.
Boulder chase sequence in Peblito: Rock and Roll.
Technical Designer
I additionally serve as one of the team’s technical designers, producing content for the game. My main contributions in this regard are the snail character AI, the collectibles, and the user interface.
Snail AI
Snail AI Demo
One of my contributions in this capacity is the AI for our snail character. The snails serve as mobile obstacles for the player. They move in a patrol pattern secreting sticky slime that locks the player’s abilities if they come in contact with it. If the snail sees the player, they will enter a chase state and move toward the player. Players can burst into the snails’ shell however, indicated by the breakable crystals, causing the snail to withdraw into its shell for a short duration. The player can use the snail as a platform while it is in the hide state. Originally, breaking the snail’s shell caused it to panic and run away. This was redesigned for the hide mode, however, as it created additional platforming opportunities for the player and better suited the intended experience.
Snail Character Blueprint Overview
Snail Character Blueprint Part 1
Snail Character Blueprint Part 2
Snail Character Blueprint Part 3
Snail Character Blueprint Part 4
Snail AI Controller Blueprint Overview
Snail AI Controller Blueprint Part 1
Snail AI Controller Blueprint Part 2
Snail Character Behavior Tree
User Interface
I am also designing and scripting the user interface for the game. The player HUD is intentionally minimal to give the player a better view of the game world and avoid unnecessarily obscuring their view. When the player interacts with a collectible, the collectible counter pops up and fades out after a few seconds. The menus are also fairly straightforward and cleanly display just the required information. The one exception is the main menu, which I wanted to invoke a sense of wonder and adventure in the player by providing a sneak peak at our environments.
Menus (Wireframes created in Adobe XD)
Landing (Prototype)
Landing (Final)
Main Menu (Prototype)
Main Menu (Final)
Level Select (Prototype)
Achievements (Final - replacement for Level Select)
Options (Prototype)
Options (Final)
Extras Menu (Prototype)
Extras Menu (Final)
Jukebox (Prototype)
Jukebox (Final)
Concept Art (Prototype)
Concept Art (Final)
Concept Art - Detailed (Prototype)
Concept Art - Detailed (Final)
Collectibles
Another contribution of mine are the game’s collectibles. I scripted these in Blueprints and wrote the C++ functions to integrate them into the respawn system created by our programmers. I emulated a simple animation in Blueprints by making the collectibles spin in place, bob up and down, and being drawn to the character on contact. I also integrated these Blueprints with the game instance and user interface to track the number of collectibles gathered and display it to the player.
Collectibles Demo
Collectible Blueprint Part 1
Collectible Blueprint Part 2
Collectible Blueprint Part 3
Collectible Blueprint Part 4
Studio Half-
Phillip Jauregui
Orrett Coke
Joseph D’Amato
Jamie LaRose
Austin Menard
Hang Zheng
Ivana Pagan
Justin Downs
Colby Breitenbach
Cassandra Emelianchik
Bertan Buyukozturk
Julia Berger
Christina Peters
Technical Designer
Level Designer
Level Designer
Level Designer
Level Designer
Level Designer
Producer / Level Designer
Sound Designer
Composer
Richard Hall
Project Lead
Design Lead
Programming Lead
Art Lead
Shawn Ferdig
Arthur Karapateas
Nitin Bakshi
Pedro Beniquez-Cortes
Daniela Diaz-Rivera
Ashley Lupariello
Faculty Advisor
Tools Programmer
Gameplay Programmer
3D Artist
Character / 3D Artist
Concept / 3D Artist
Technical / VFX Artist