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Shattered Melodies

Zygobot Internship - 25 People team - Under Development 

SUMMARY

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Case Study

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OSUDoor

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The game needed a Door that, at the same time, served as a Gate, requiring items obtained in different parts or paths of a level, and reinforced the rhythmic and musical nature of the game and the game world. I was asked to design such a door, and came up with the OSUDoor, which requires 3 different items from anywhere in the level, and provides players with a unique musical puzzle, where players have to press the right sequence of buttons, represented by different musical notes of different colors and pitches. The door's sequence resets in case the players get the wrong note, and the player will have to input the right sequence to open it. It is also coded in a way where level designers can define what the right sequence of notes is, and the door will be constructed and work with the new sequence.

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Crates Feature

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I designed and implemented the Crates feature to solve a fundamental problem the game had - how to replenish the player's health and energy. The crates are destructible wooden boxes that spawn randomly between 1 and 2 fragments of either health and/or energy and are essential to help players during or in between fights throughout the game, helping balance the difficulty of encounters, and making sure that players are full of resources before the harder and more important bosses and enemies.

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Pitfall Trap

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Level Designers at one point were asking for a feature to serve as a Valve that would force players to fall, and keep them at a different area of the level, helping with Flow and surprising the player. To tackle this, I conceptualized and implemented the Pitfall Trap. Basically, the Pitfall Trap is a cube that can be resized and reshaped, constructed with one Blueprint comprised of many smaller Static Meshes (that can have their materials changed individually as the Level Designer wishes), and a Collision Volume at the center. When the player overlaps with the collision volume, all Static Meshes' Simulate Physics Booleans are turned on, and the camera moves to whenever the Level Designer positions the Pitfall Trap Camera. After briefly losing control and watching their character hopelessly fall, the players regain control and the camera smoothly transitions back to the player character camera, showing players where they are in the environment, and completing the Valve function of the trap.

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Project Gallery

Shattered Melodies is an upcoming Third Person adventure game, currently in development by Ayo Studios. The game's theme is around music and the muses, powerful beings imbued with the magic of rhythm. The player can also equip one of the unlocked muses at a time to help them with special abilities in combat and in traversing the environment.

My Work

  • Designed and Developed Pitfall Trap Mechanic

  • Conceptualized and Implemented OSUDoor

  • Designed and Implemented Crates Feature

  • Helped Debugging Blueprints Visual Scripting code and systems

On Steam

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