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CHOSEN

A retro First-Person Shooter

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CHOSEN is a single-player First-Person Shooter with a weapon-stealing twist: players use hooks to steal weapons right out of enemies' hands. Use your hooks for movement and combat, grappling across the environment and stealing weapons. Experiment with and master a suite of weapons, and overcome challenging combat scenarios full of enemies with unique behaviours and mechanics. All packaged in an artstyle that emulates early-2000s era sci-fi shooters.

Award winner: LevelUp 2024 Runner-Up Best Overall Game & Runner-Up Best Technical Achievement.

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Team: Team Schmeam

Abigail Norris

Carlo Tejeda

Chris Dichmann

Sam Cameron

Sarita Sou

Tiggi Pengelly

Team: Slommy Studios

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Awards & Showcases

Level Up 2024

The team presented our final build of CHOSEN at the 2024 Toronto Level Up Showcase, where it was played by hundreds of attendees.

Out of over 150 student teams, we were proud to be awarded Runner-Up for both Best Overall Game and Best Technical Innovation!

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Game Design

Establishing Metrics

Early in the project, the team recognized the importance of establishing metrics in facilitating efficient and consistent development. I set out to establish and document the project's metrics for internal team reference.

Collaborating with team members from the Programming and Environment Art teams, we created firm Character Movement and Modular Kit metrics. The resulting metrics documents served as constant references for the team throughout the project.

Test

Metrics Playground

To test the established metrics,

I built an in-engine Metrics Playground, which allowed the team to visualize our metrics, identify gaps in our Modular Kit, and test new mechanics in a practical game space.

Core Mechanic Prototypes

The core mechanics of the game (Hooking and Weapon Stealing) underwent many changes throughout development. As a part of the iteration process, I created diagrams of various prototype versions of these mechanics. These diagrams used clear, technical language to communicate functionality to team members.

Once the prototyped mechanics were implemented, the team hosted playtest sessions with members of the public. I created a Playtest Survey to record feedback, tracking player understanding of and reception to gameplay mechanics.​ After the playtests, I created a full playtest report to guide the team's development.

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Read the full Playtest Report

Weapon Profiles

As a First-Person Shooter, it was important for the game to have a diversity of interesting and fun-to-use weapons that filled specific roles in the combat sandbox. To facilitate rapid weapon prototyping, I created a Weapon Template document that could easily be filled out to track weapon behaviours.

Collaborating with the Programming team, I broke down every measurable element of a weapon's firing behaviour into a simple statistic. These statistics matched directly with the weapon's adjustable variables in-engine, which allowed for rapid adjustments and immediate testing from any team member.

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More Weapon Design Docs

Enemy Behaviours

Complex enemies with varied behaviour were a critical component of CHOSEN's core gameplay loop. Early playtesting showed enemies needed to react and respond to player action to keep gameplay lively and avoid the emergence of dominant strategies.

I mapped out in-depth behaviour trees for each enemy in the game. Each diagram was intended to translate easily into pseudocode, so the Programming team could use them as a direct reference when implementing the enemy behaviour.

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While very detailed, this style of documentation proved to be too dense to be utilized as an accessible reference. I overhauled the previous documentation by simplifying and streamlining enemy behaviours, making the diagrams much more readable and standardizing enemy states to be much clearer for the team and players alike.

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Level Design

Level Planning

As a Level Designer on the project, I was tasked with mapping out the game's entire playspace so the team could have an overview of the game's pacing and environmental narrative.

 

I created Level Sketches to keep the team informed on the structure and layout of the game's level space.

These resources were fluid, constantly being updated to meet the ever-changing needs of the project throughout development.

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I also created a Beatmap to guide the difficulty and pacing of the level.

​This resource ensures that the game properly teaches mechanics before later testing and challenging the player.

Arena Design

To guide my design process when creating level spaces, I created a list of general level design strategies observed in games with gameplay elements similar to CHOSEN. I also established a short list of strategies based around gameplay elements unique to CHOSEN, and tried to incorporate elements from both rulesets when designing level spaces.

Legend
General Ruleset
Unique Ruleset

Sewer Arena

The Sewer is the first interior combat arena in the game, and introduces a new challenging enemy for the player to overcome.

This arena emphasizes choice paths and vertical space, with the player able to choose between multiple routes of varying safety to engage with the new enemy.

Grapple Arena

This encounter challenges the player to demonstrate their mastery over CHOSEN's unique movement mechanics while engaging in fast-paced combat.

A challenging enemy holds the high ground, so designing safe zones that use the environment to block line of sight and are quickly accessible to players was key.

Bridge Arena

Adhering closely to the "classic" ruleset, the Bridge is a symmetrical enclosed space that follows the "Donut Arena" rule.

​To make sure the design of this level space properly matched the gameplay of CHOSEN, multiple grapple points and vertical paths were included, allowing the player to quickly traverse the arena.

Ribcage Arena

The Ribcage features a large open space flanked by vertical paths that create safe zones.

The Ribcage limits the player's access to the easy traversal that is usually core to CHOSEN's gameplay, encouraging thoughtful repositioning.

I wrote a full Case Study taking a deeper look into the design considerations of each arena. The document contains a more detailed explanation of the "classic" and "unique" rulesets, as well as breakdowns of how each arena caters to individual rules.

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Full Arena

Case Study

Graybox vs. Final Level

Level spaces were first sketched, then constructed using Grayboxing. Graybox level spaces were playtested internally and using volunteers. After adjusting based on feedback, I worked with the Environmental Art team to create and place assets.

Ribcage Arena

Interior Arenas

Bridge Arena

Sewer Arena

Grapple Arena

Major Setpieces

Broken Bridge

Final Arena

Planetary Wall

Sidewall Overlook

Outdoor Spaces

Canyon

Scaffolding Pathway

Outdoor Overview

Cave and Armoury

Tutorial Design

The first few moments of the game are the most important: the player needs to be immediately hooked by the game's premise, but also carefully taught its unique and often complicated mechanics. Some players will only engage with the game for a few minutes, leaving the introduction as the only part of the game they experience. Months of work was dedicated to refining the game's tutorial section, making sure it properly entertained and onboarded players.

Playtest Tutorial

In our first playtest build, the tutorial was focused on function over formconsisting of sequential rooms teaching core mechanics one after another.​ This early tutorial also provided an opportunity to test and fill gaps in the Modular Kit created by the Environment Art team.

Full playthrough of the original tutorial.

Tutorial Rework

For the final build, the team wanted the game's introductory moments to be more visually interesting and include exciting gameplay immediately. I altered the design of the tutorial into a winding canyon that gradually teaches mechanics while interspersing bursts of introductory combat scenarios to generate excitement.

Final Tutorial

A playtesting pass showed the tutorial took too long to clear and needed to be slightly truncated. The level space was reworked, shortening its overall length and offsetting the combat sections.

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Narrative Design

Building a Narrative

As a Narrative Designer, I worked to write an overarching story about the world and characters of CHOSEN. The team knew ahead of time that, due to the limitations of our project, much of this story would only serve as narrative context for the characters and environments we were creating.

I created a rough story timeline and wrote a narrative synopsis to organize the core points of CHOSEN's story. Ultimately, very little of this content made it into the final game, which taught a valuable lesson: just like other aspects of game development,

Narrative Design should operate within the constraints of the project.

Rough Narrative Timeline

Rough outline of the story planned for CHOSEN.

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Narrative Synopsis

Writing & Recording Dialogue

To flesh out the game world, I wrote a large script full of dialogue and barks for the game's characters. Extensive dialogue was written for a "guiding character" to direct players through the game's level space, and enemy characters were given various barks to make them more interesting.

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Directive Scripting

The script was formatted to best accommodate the needs of our Sound Designers and Voice Actors, containing sound file names for organization and context notes for the voice performance.

Cross-Discipline

Collaboration

We worked with students from the Sheridan Music and Sound Design program to hold auditions and recording sessions with many talented Voice Actors. Through this collaboration, we were able to record through the entire script and give a voice to all of the game's characters.

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Enemy Barks - Highlights

Fun Idle Barks

Hostile Spotted
00:00 / 00:02
Stop Giving it Guns!
00:00 / 00:03
Big Alien Freak
00:00 / 00:02
They Got Larry
00:00 / 00:02
His Own Gun
00:00 / 00:02
Game Over
00:00 / 00:02
It's Got My Gun
00:00 / 00:03
What the Hell?
00:00 / 00:02
Give That Back
00:00 / 00:03
Bad Guy Here
00:00 / 00:01
B.A.F. 2
00:00 / 00:02
Man Down!
00:00 / 00:01
My Gun!
00:00 / 00:02
Hey!
00:00 / 00:01
00:00 / 00:06
00:00 / 00:05
00:00 / 00:07
Enemy Spotted
00:00 / 00:02
Never Liked Them
00:00 / 00:03
Flay You Alive
00:00 / 00:03
You Don't Know
00:00 / 00:02
00:00 / 00:06
That's an Order
00:00 / 00:02
Keep It
00:00 / 00:01
That Was a Gift
00:00 / 00:02
00:00 / 00:04
Get Back Here
00:00 / 00:02
Man Down
00:00 / 00:03
Simulations
00:00 / 00:03

Enemy dialogue was designed to be incredibly robust, with voice line variations that can be played in response to various key player actions. The talented voice actors also brought out a decidedly comedic side to these characters.

Player Guide - Highlights

Danny's dialogue is much more linear, which allows for more direct tutorialization and the ability to draw attention to specific narrative details in the environment.

1 - Introduction
00:00 / 00:09
9 - Wall Lead
00:00 / 00:08
2 - Obstacle Lead
00:00 / 00:08
3 - Hook Tutorial
00:00 / 00:04
4 - Throw Tutorial
00:00 / 00:05
5 - Canyon Lead
00:00 / 00:05
6 - Double-Hook Tutorial
00:00 / 00:07
7 - Stealing Tutorial
00:00 / 00:05
8 - Shield Tutorial
00:00 / 00:03
10 - Armoury Lead
00:00 / 00:05
11 - Armour Tutorial
00:00 / 00:05
12 - Enemies Ahead
00:00 / 00:12
13 - Wall Lore
00:00 / 00:19
14 - Dead Enemy Lore
00:00 / 00:07
15 - Enemies Ahead 2
00:00 / 00:06
16 - Wall Lore 2
00:00 / 00:13
17 - Dead Enemies Lore 2
00:00 / 00:08

An unseen character was intended to communicate with the player as they progressed through the game, providing helpful leads and commenting on aspects of the game world to flesh out the narrative. Ultimately, much of this dialogue needed to be cut.

Cut Content - Boss Antagonist

An antagonist intended to be a character foil to the protagonist and the final boss of the final build was cut due to time constraints. Fortunately, a Voice Actor had already provided her talents before this content reached the cutting floor.

Battle Taunt 2
00:00 / 00:02
Apostle's Monologue
00:00 / 00:23
Battle Taunt 3
00:00 / 00:01
Battle Taunt 1
00:00 / 00:03
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Full Script

Document

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Project Management

Internal Documentation

One of my core responsibilities was maintaining a database of internal documentation for team reference. My goal was to record the team's decision-making process to ensure a unified team vision. This helped the team avoid unnecessary conflict and dependency-based setbacks.

I organized all team documents in a Confluence document that was accessible at any time to all team members. This document doubled as our rough-draft Game Design Document.

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Rough Draft

GDD

Note: Due to errors with Confluence's PDF export feature, this document contains many broken links and images.

Schedules & Submissions

I also created and updated the team's schedule throughout the project, maintaining a general weekly schedule as well as a Trello Board for organizing individual tasks. I also created multiple roadmaps for the team to follow before major deliverable deadlines.

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Milestone Delivery Documents

In addition to team scheduling, I was also responsible for ensuring bi-weekly Milestone Deliverables Documents were completed and submitted. Each document recorded team members' total individual contributions to the project over a two-week span.

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Read all team MDDs

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