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Tavern Crawl

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Tavern crawl is the Capstone project of my team, Sewer Rat Studios. I worked as an Engineer and Designer on several systems of the game including Item Systems, Crafting, UI, Controller Support, and other mechanics. Pictured on the side are a few of my major contributions to the game. The majority of this work used Unreal Engine 4 and C++

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Tavern Crawl Steam Page

Contribution: UI and Controller Support

I contributed a major role to the layout and functions of the in-game UI, ensuring it was easy to use and intuitive. This included UI for the main menus, shops, and the inventory. I also ensured controller support worked in the game, both for UI controls and in-game actions such as jumping and sprinting.

Pictured below is Pause Menu of the game with the control schemes to the side.

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Contribution: Inventory and Item Systems

The way the player's inventory functions, how items are represented in-world and in-inventory, and managing a growing list of items featured in the game were all tasks I undertook to ensure a healthy and manageable item system in game.

Pictured below is an inventory filled with several of the in-game items.

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Contribution: Cocktail and Crafting Systems

I took charge on designing all of the cocktails in our game, which act as potions to both help the player and to hinder enemies. This included researching the composition of many cocktails that could be interpreted into potions, where the names are puns correlating with their effect. This was also done in a way that the materials needed to craft them in game could be balanced to be used for several cocktails. This work also included balancing the effect's power, crafting-material economy design, and considering the popularity of what cocktails should be added to the game.

Pictured below is the crafting station for crafting a few of the in-game cocktails.

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