CHRISTOPHER GUYTON

Technical Game Designer

    Project Takedown


    Project Takedown

    Project Takedown is a third person action/adventure game created by Team Axis for my university Capstone project.

    Our reference game was the Batman Arkham games. I created served as producer and technical designer on the project.

    Keep scrolling for video examples and explanations on each aspect of the game that I designed and implemented.

    Created for Full Sail University Capstone Project

    Project Duration:

    4 Months

    Role:

    Technical Design / UI Design / UX Design


    “Instinct Mode” System

    The “Instinct Mode” System is a play on the “Detective Mode” system from the Batman: Arkham games. It gives the player the ability to see through walls and know when there are points of interest or enemies in a given area. The above video is an overview on how I created the visual aspect of the “Instinct Mode” system.



    “Instinct Mode” UI

    This video explains how I programmed the UI elements of the “Instinct Mode” system.



    Combo Count UI

    This video explains how I programmed the combo count UI element of the Player HUD



    Top Down Map

    This video explains how I programmed the top down map



    Radial Health UI

    This video explains how I programmed the radical health UI element of the Player HUD



    CUTTING ROOM FLOOR

    ADDITIONAL LEVEL DESIGNS AND MECHANICS

    The below videos are presentations on two levels I designed for Project Takedown, that were not present in the final game.

    In addition, there are a few additional mechanics and objectives that I designed in each level that were not present in the final game.

    Level 1 features a quest requiring the player character to find several pieces of a map in order to uncover the location of the final bosses hideout. Once the player finds the final piece of the map, the location of the final boss is present on the top-down map and the player can enter and fight the boss. The pieces of the map collected are displayed in the top right of the screen so that the player is aware of how many map pieces they have.

    Level 2 features a quest where the player must locate the key to an abandoned vehicle in order to use the vehicle to knock over a fence that is blocking their way into the boss’ lair. This concept was designed as a mini game loop: Fight enemies > find a key to the car > use the car to get into an otherwise unreachable area.

    Level 1: Find the Map Pieces
    Level 2: Find The Car Keys