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FRAKware Studios

Weapon Design

(FRAKware Studios, 2024)

While working on FRAK, one of my roles focused on weapon design (FRAKware Studios, 2024). My work consisted of designing a weapon based on core mechanics of the game, implementing the weapon within Unreal Engine 5.4, and balancing the weapon based on current game play requirements (FRAKware Studios, 2024).

When designing weapons for FRAK, I focused on creating weapons that felt balanced with the current game play (FRAK, 2024). Designing the weapon was made easy by the FRAK team, but every aspect of that design needed to focus on how it would interact with the world (FRAKware Studios, 2024). I focused on researching what makes weapons fun and interesting in a game (Invogames, 2023). I also used the popular game Call Of Duty: Modern Warfare 3 as a reference in how a clean gun design should feel to the player (Call Of Duty: Modern Warfare 3, 2023).

Level Design

Security Sector

(FRAKware Studios, 2024)

Water Treatment

(FRAKware Studios, 2024)

My role as a level designer was to create sub levels for FRAK that the player would randomly be spawned into (FRAKware Studios, 2024). The levels needed to allow the player to move and wall run smoothly around the level, giving the player a smooth and fun experience (FRAKware Studios, 2024). I worked on creating two sub-levels, first blocking out thew level, testing with the core movement mechanics, and filling the level with assets brought into the project by the art team (FRAKware Studios, 2024).

When creating these levels, I referenced already created levels to understand what the design core needs to be for each level (FRAKware Studios, 2024). I studied a GDC talk by Sebastian Meghan Hannier (2022) on how to design a level based on a specific mechanic (Hannier, 2022). Learning how to design levels focused on the core mechanic of the game and focus every aspect of the level on adhering to the mechanics of the game (Hannier, 2022).

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