Pizzapocalypse
Pizzapocalypse is a Cartoony 3D Platformer. As a pizza chef, master your pizza toolset, traverse a Mediterranean city and deliver to your customer! This is a school project for BUAS second year block B by team Funny Rock Image.
For this project I mainly worked as an enemy designer, serving as a lead for the enemy strike team. My tasks further included helping the project come together, for example modelling and 2D asset creation, making use of my generalist skillset.
Our team was amazing to work with and the project went smoothly! In the end we delivered a platformer game I am very proud of. I have learned a lot about communication, leadership and teamwork.
The game was nominated for Best Student Game at the Dutch Game Awards.
Play the game Here on Steam.
Engine:
Unreal Engine 5
Genre:
3D Platformer
Time:
04-2024 – 06-2024
Main Deliverables:
Enemy Design, Set Dressing
Team Size:
18
Highlighted Features
Suction Enemy
This was the enemy I designed and implemented in the Enemy Strike Team. The suction enemy tries to suck up the player if they get within range, spitting them out on the opposite side if successful.
The main idea behind this enemy was to give the level designers an enemy that the player could interact with either to destroy it and move on with their path or to exploit and try to find a new (hidden) path. This process involved a lot of testing and feedback from the level designers.
In addition, I made the suction vortex VFX as well as the enemy’s feedback animations, such as the bag becoming larger or compressing depending on its state.
Level Work
I helped out the level team later in the project with some work. I modeled a bridge for the water section, made a blueprint that randomizes door models and did more smaller tasks to help out.
The bridge was modeled after Rialto Bridge in Venice! The arches were a nice challenge. The bridge was used as a section of the level where one of the three collectible pineapples were placed.
The door blueprint I made was useful in creating variety in the level without having to hand place each door model yourself.
The formula used the object’s position to determine what door model to use. This means the door visual isn’t random and will be consistent between placing in engine and playing the game.
I made some more level assets, including the Tim’s Pizzeria sign and red chef poster. I also helped with dotting windows around the map and the aforementioned doors across the level’s set-dressing.