Kinetic Driver Manticore
Narrative/Level Designer
A VR mecha game where you play as a mercenary pilot inside a Kinetic Driver cockpit. Learn the challenging and tactile controls and maneuver your way through a destroyed moon colony to steal data and eliminate your enemies.
Unreal
12 Person Team
Fall 2024 - Spring 2025
Releasing soon
The Game
Design Pillars:
Believable and physical
Challenging controls that make you feel like a pilot in a jury-rigged mech cockpit
Weighty and impactful
The mech and its controls feel heavy and slow, but have a huge impact on the environment
Deliberate and methodical
The player makes moment-to-moment choices that need to be thought through for best effect
Rewarding for effort
If the player takes the time to learn the controls and their timing, they can do especially well in the game.
Kinetic Driver Manticore was my final student project at DigiPen, made with my fellow students in team Powered Hippo Industries. We wanted to learn VR development, a skill that none of us had any experience in. While I don’t believe the final product lived up to my initial hopes due to several different factors, I’m proud of the game we made.
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Our tech team was incredible and achieved great things during this project, but unfortunately they were fighting an uphill battle against the triple threat of Unreal, VR, and Perforce.
We spent much more of our development time working on the game’s core mechanics, which we expected would be quick and easy, and this slowed the project down much more than we would have liked.
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Because this was a VR-only game, we ran into the issue of limited VR hardware to test on as well as VR-capable computers to develop with. Many of us had no way to playtest in VR, which meant a lot of bottlenecking during development.
We ended up partially solving this problem by adding some debug controls to play the game directly in the Unreal editor, although a recurring question we asked each other was “Is this not working because it’s not in VR or because it just doesn’t work?”
My Role
Responsibilities:
Wrote an initial world bible to inform the theming and visual design of the level
Mapped the level overview and built several chunks of the main level districts
Sourced and chose game assets for visual and narrative consistency
Implemented core gameplay loop with data terminals and hacking interaction
I filled the role of Narrative and Level Designer on the team, along with one other Narrative Designer and two other Level Designers. I took more of a lead role on the game’s narrative, drafting a lot of the early concepts for the game’s story as well as the visual identity and thematic elements of the world. I also chose and sourced many of the game’s models out of available items from the Fab marketplace and other free sources online.
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Many of our team are huge fans of the mecha genre, myself included, so naturally we all had a lot of thoughts about what kind of mech we would be building for the game. We filled a Discord channel with reference images taken from our favorite media, and spend way too many hours debating what kinds of weapons we should include and how screens would work.
I was more of a fan of more humanoid and agile mechs such as ones from the Gundam and Zone of the Enders series, but admitted that these would be much harder to recreate in game. Eventually we settled on a look and feel inspired by Steel Battalion, one of the game’s original inspirations, and many early BattleTech designs.
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As something akin to the game’s narrative lead, one of the most disheartening pieces of feedback I heard over and over again was that the game’s story didn’t matter and the only thing players wanted to do was blow stuff up. This, combined with our constant need to reduce scope, meant that almost all of my narrative design ended up being cut from the game.
I tried to keep as much of the original plans in tact, at least in thematic ways, but this project was a real lesson in team priorities and the needs of different projects.
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Our team had many designers, almost all of which overlapped in specialties, and I primarily worked with other level and narrative designers who all wanted to leave their mark on the game. We had to figure out how to divide the work in ways where we wouldn’t be fighting over who got to do what.
For the final form of our game’s level, we settled on a solution that involved us each claiming a chunk of the level for ourselves to do with as we wanted. We then split up the additional work based on our personal interests, with me taking ownership of the set dressing the other two level designers taking on the blockouts and enemy placements respectively.