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        It’s the year 2069, a radioactive element called Radion is now the replacement for electricity where a small chunk of it the size of a green pea is enough to power a building for an entire month. With such powerful resources present, the world must be able to develop much further and people must now be able to live their lives more comfortably, right? But unfortunately that is not the case as these resources have been monopolized by the government and leaving none for the people. Stealing has then become the norm and the only way for survival in this world.

Radion Heist

 

Game Trailer

Features

        As the name suggests, Radion Heist a fast-paced multiplayer parkour game where players would need to work together to bring the Radion safely back to their base. Equipped with a variety of parkour mechanics, players may traverse through the level as freely as they please while having to avoid being caught by the police drones that are constantly after them. With that, the game also features procedurally generated levels to bring a different type of encounter and experience every time players play the game.

Development Summary

        As a final year project, my team and I wanted to challenge ourselves and do something that was different from the other groups within the semester, and even possibly from our seniors as well. A cooperative multiplayer game that features online matchmaking was then one of the first considerations we had and would like to implement as we know that it would really make us stand out if we are able to pull it off. From there on, we really pushed ourselves week after week to create this game that each of us envisioned to have, and I am proud to say that we have successfully achieved our goal to be able to develop Radion Heist the way it is today.

Roles and Responsibilities

Project Type: Group

Project Manager

Responsible for ensuring that the project scope is feasible within the available time period and team size. Also to ensure that all task are done on time to prevent any bottleneck and any problems faced could be resolved as soon as possible

Game Designer

Responsible for coming out with the main concept of the game and ensure that it is fun for players to experience. With that, it is also my responsibility to keep everything documented properly for the other disciplines to refer and avoid any possible confusions

Level Designer

As Radion Heist features procedurally generated levels, I am responsible for creating the level nuggets that are to be procedurally generated within the game itself. I have then not only created 46 level nuggets, but to also participate in decorating and placing in art assets within the levels nuggets

Marketing*

Responsible for pushing out promotional materials including screenshots and game trailer, and publishing them on various social medias consistently to draw more attention towards the game

Challenges encountered and How I solved them

Small Team size

  • My team only consisted of 4 members including myself, which is very small considering the fact that our game consist of challenging features like online multiplayer and procedurally generated levels. To make it more challenging, the programmers do not have any prior knowledge nor experience to ensure that they are able to successfully implement the features into the game at all.

  • To overcome this issue, we tried our best to do initial research to lower the risk of everything that we are doing beforehand. With that being said, time was not really in our favor, thus we only had this much time to just light up the green light and proceed with a lot of things that we did.

Balancing of Roles

  • Caused by the issue stated above, this means that each member within the team would need to take up more than one responsibility to ensure that all aspects of the game is covered. Just accounting for myself, I have the responsibility to manage the team, design the game, block out the levels, decorate the levels, search for sounds and even come out with the game trailer and promote our game. 

  • It is challenging to play these many roles at once, thus we did manage to plan out our schedule so that the development go by stages and we could each focus on one part at a time without any clashes. An example would be for the artist to model the building assets while I block out the levels and the programmers settle the player mechanics, so when the artist is done, he may proceed with creating the UI assets while I place in the building assets and so on.

Screenshots

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Back 2.png
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