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P.A.I.N.T. is an online cooperative first-person shooter where you join the P.U.N.K.S. The P.U.N.K.S are a bunch of rebels that hang around in their ultimate hideout. They despise order and structure thus try to correct the world with their paint blasters.

There is just one thing standing in their way, the sinister S.U.I.T.S. corporation. They manufacture their mundane suits in their massive grim factory.

Together with the P.U.N.K.S., you forge a plan to invade the S.U.I.T.S. factory. You penetrate the factory door with your badass minivan and armed with your paint blaster you cover the environment in bright colours.

My Role:         Technical Game Designer
Platform:       PC & PS4
Duration:       32 weeks

LUMBERJACKED is the story of two buff lumberjack bros who have their prized artefact, THE FRIDGE stolen by the BEER KING. In this co-operative puzzle action-adventure game, you have to throw everything you have (and can find) at the woodland cronies of the BEER KING and the puzzles that stand in your way. Including your bro. Are you ready to throw the game?

My Role:         Technical Game Designer
Platform:       PC
Duration:       8 weeks

LUMBERJACKED is the story of two buff lumberjack bros who have their prized artefact, THE FRIDGE stolen by the BEER KING. In this co-operative puzzle action-adventure game, you have to throw everything you have (and can find) at the woodland cronies of the BEER KING and the puzzles that stand in your way. Including your bro. Are you ready to throw the game?

My Role:         Technical Game Designer & QA Lead
Platform:       PC
Duration:       8 weeks

Project Information

Role: Technical Game Designer
Secondary Role(s): Gameplay Designer, Scrum Master
Platform: PC & PS4
Engine: Unreal Engine 4
Project Duration: 32 weeks 
Team Size: 30 - 22


Role: Technical Game Designer
Secondary Role(s): UI/UX Designer, QA Lead, Scrum Master
Platform: PC
Engine: Unreal Engine 4
Project Duration: 8 weeks 
Team Size: 23
Achievements: 
Best Art Year 2, Audience Award Year 2 (In-House BUAS Awards)

Role: Technical Game Designer
Secondary Role(s): UI/UX Designer, QA Lead, Scrum Master
Platform: PC
Engine: Unreal Engine 4
Project Duration: 8 weeks 
Team Size: 23

Achievements: 
Best Art Year 2, Audience Award Year 2 (In-House BUAS Awards)

My Contributions

I designed and iterated upon the core concept.

I became responsible for all UI/UX Design of the game.

I became responsible for all UI/UX Design of the game.

I became responsible for all UI/UX Design of the game.

Since this was a year-long project, we went through a proper project timeline, starting with concepting and pre-production. Within these phases, I was heavily involved in the research and design of the core concept. We went through several techniques of discovering our game vision, such as brainstorming or working on small game jams.

In the end, we landed with a realistic looter-shooter, which got transformed into an Arcade Paint Shooter through more research, prototyping and playtesting within the pre-production phase. After the pre-production phase, I became more involved in the designing critical parts of the core concept, such as the objectives, score system and the combat loop.

Throughout the project, I have been actively working within UI/UX Design and became responsible for it. I made sure all design was properly done and followed the correct processes. After the flow was fully defined, I started with the implementation of all UI features within the game and managed the UI Artist to provide assets that I could easily implement.

The main challenge was found in making everything properly working with controllers and providing clear player feedback at all times.

Throughout the project, I have been actively working within UI/UX Design and became responsible for it. I made sure all design was properly done and followed the correct processes. After the flow was fully defined, I started with the implementation of all UI features within the game and managed the UI Artist to provide assets that I could easily implement.

The main challenge was found in making everything properly working with controllers and providing clear player feedback at all times.

Throughout the project, I have been actively working within UI/UX Design and became responsible for it. I made sure all design was properly done and followed the correct processes. After the flow was fully defined, I started with the implementation of all UI features within the game and managed the UI Artist to provide assets that I could easily implement.

The main challenge was found in making everything properly working with controllers and providing clear player feedback at all times.

PAINTCoop
PAINTCombat

I was responsible for the design of core gameplay features.

I was responsible for the core gameplay systems.

I was responsible for the core gameplay systems.

I was responsible for the core gameplay systems.

As one of the only Game Designers within our project, I quickly became responsible for the core gameplay features. This meant I would work on one-pagers, technical breakdowns and determining the player feedback needed for each of these features.

Being responsible also meant I was actively prototyping and playtesting (new) gameplay features with a focus on finding the fun within the game. Once a feature got approved, I would also be responsible for the balance of it, such as with the complete combat loop.

Working on the combat loop made me experienced with all core elements of a shooter; the player, the weapons and the enemies. I made sure to research and understand how we want the combat to feel and then test my conclusions with players to determine if my proposed balance is what we envisioned.

Next to the core gameplay features, I became involved in the design and implementation of smaller features that would improve the user experience and level hazards/interactables that would make the world feel more alive.

I designed, iterated upon and implemented the core gameplay systems, such as the win and fail states. Before actually implementing these systems, I would rapidly prototype them and see if they were fun/understandable to the player. Through these rapid iterations, I created and implemented a system that would dynamically assign a respawn position for the players based on their previous positions, as well as giving Level Designers tools to make sure the level could be completed.

As I was also responsible for the UI/UX, I made sure that all of these systems had proper player feedback in visual and auditory ways and implemented this as well.

I designed, iterated upon and implemented the core gameplay systems, such as the win and fail states. Before actually implementing these systems, I would rapidly prototype them and see if they were fun/understandable to the player. Through these rapid iterations, I created and implemented a system that would dynamically assign a respawn position for the players based on their previous positions, as well as giving Level Designers tools to make sure the level could be completed.

As I was also responsible for the UI/UX, I made sure that all of these systems had proper player feedback in visual and auditory ways and implemented this as well.

I designed, iterated upon and implemented the core gameplay systems, such as the win and fail states. Before actually implementing these systems, I would rapidly prototype them and see if they were fun/understandable to the player. Through these rapid iterations, I created and implemented a system that would dynamically assign a respawn position for the players based on their previous positions, as well as giving Level Designers tools to make sure the level could be completed.

As I was also responsible for the UI/UX, I made sure that all of these systems had proper player feedback in visual and auditory ways and implemented this as well.

I designed and implemented the objectives.

I designed and implemented core gameplay features.

I designed and implemented core gameplay features.

I designed and implemented core gameplay features.

The main issue we discovered during the development was that the players were missing a goal to work towards. I took it upon myself to solve this issue through designing objectives of varying sizes that would give players smaller goals to work towards while working on the overarching goal of achieving the highest score. These objectives would move through the set feature proposal pipeline, with one-pagers, technical breakdowns and all player feedback documented clearly.

Since we had a limited tech team that was already occupied with features such as the networking structure or AI, I became fully responsible for the implementation of these objectives myself. This meant I had to create a system to manage them, create all functionality for the objectives and make it work through networking. This was a good challenge, but I've learned a lot from this experience, as well as from working closely with the tech team.

Next to implementing them, I was also responsible for integrating them within the level, this meant I worked in close communication with the level designers to weave the objectives and the level together as well as with environment artists to create assets as part of the objectives.

Since this project came out of pre-production, there needed to be adjustments made to make it properly ready for production. I was heavily involved in these decisions, as well as the design for the core gameplay that got adjusted. 

After iterating upon the core gameplay, I was responsible for multiple breakdowns of features and the technical, visual and auditory breakdown of all player actions throughout the game. I made sure to deliver these efficiently and added proper flow charts so everyone could start implementing features in the game.

As we had a limited tech team, I immediately started working on the implementation of gameplay features that I designed and broke down myself as well.

Since this project came out of pre-production, there needed to be adjustments made to make it properly ready for production. I was heavily involved in these decisions, as well as the design for the core gameplay that got adjusted. 

After iterating upon the core gameplay, I was responsible for multiple breakdowns of features and the technical, visual and auditory breakdown of all player actions throughout the game. I made sure to deliver these efficiently and added proper flow charts so everyone could start implementing features in the game.

As we had a limited tech team, I immediately started working on the implementation of gameplay features that I designed and broke down myself as well.

Since this project came out of pre-production, there needed to be adjustments made to make it properly ready for production. I was heavily involved in these decisions, as well as the design for the core gameplay that got adjusted. 

After iterating upon the core gameplay, I was responsible for multiple breakdowns of features and the technical, visual and auditory breakdown of all player actions throughout the game. I made sure to deliver these efficiently and added proper flow charts so everyone could start implementing features in the game.

As we had a limited tech team, I immediately started working on the implementation of gameplay features that I designed and broke down myself as well.

PAINTLockdown
JIRA

I managed Scrum / Kanban processes within multiple Feature Teams

I managed the QA processes within our development cycle.

I managed the QA processes within our development cycle.

I managed the QA processes within our development cycle.

Next to my Design work, I have been Scrum Master for nearly the entire project. Throughout the project, I've been leading multiple multi-disciplinary feature teams as well as being heavily involved in all project management-related tasks within the first phases of development.

As a Scrum Master, it was the first time I was using Atlassian JIRA. We switched to this management tool as we wanted to learn how to work with an industry-standard tool. Throughout the project, I learned more about JIRA and eventually became the go-to-guy for questions related to it.

During the later parts of the project, I became responsible for the quality assurance of the project, this meant that I maintained the Bug List and made sure to have regular meetings with the Technical Team. In those meetings, I made sure that we focused on the highest priority bugfixes and approved previously claimed fixes. Next to maintaining the Bug List, I also created several Test Plans that were executed by (external) QA Testers and started fixing bugs myself as well.

QA was an important part of the project since you could throw each other and almost get stuck everywhere, essentially breaking the game. I made sure that the final project had nearly no bugs or spots where the player could get stuck.

During the later parts of the project, I became responsible for the quality assurance of the project, this meant that I maintained the Bug List and made sure to have regular meetings with the Technical Team. In those meetings, I made sure that we focused on the highest priority bugfixes and approved previously claimed fixes. Next to maintaining the Bug List, I also created several Test Plans that were executed by (external) QA Testers and started fixing bugs myself as well.

QA was an important part of the project since you could throw each other and almost get stuck everywhere, essentially breaking the game. I made sure that the final project had nearly no bugs or spots where the player could get stuck.

During the later parts of the project, I became responsible for the quality assurance of the project, this meant that I maintained the Bug List and made sure to have regular meetings with the Technical Team. In those meetings, I made sure that we focused on the highest priority bugfixes and approved previously claimed fixes. Next to maintaining the Bug List, I also created several Test Plans that were executed by (external) QA Testers and started fixing bugs myself as well.

QA was an important part of the project since you could throw each other and almost get stuck everywhere, essentially breaking the game. I made sure that the final project had nearly no bugs or spots where the player could get stuck.

© Mees Wendels - Game Designer

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meeswendels@outlook.com

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Game Design Resumé