
ABOUT THE GAME

15 Member Dev Team | Technical Designer
Jan 2022 - July 2022 |UE4
Hermea is a speedrunner set during the Greek period. Hermea, an intern at Hermes' Mail Delivery Service, must race to deliver packages to gods and goddesses. She makes her way through Olympus, Acroplyis, and The Underworld. With each success, Hermea gains new abilities making the job more interesting.
For this project, I worked extensively with blueprints, and as a Technical Designer, my responsibilities changed over time. In the beginning, I prototyped different abilities Hermea could have. Some final abilities I worked on were the dash and teleport. One of our core target audiences was Twitch streamers. I led the design and implementation of our Twitch voting system. On my own, I had the opportunity to create our scoring system that added a competitive edge our game would need. Towards the middle of production, I switched gears into UI/UX, making mockups and later implementation. At the end of production, I focused on quality of life items, accessibility, implementing our cinematics, and bug fixing.
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Twitch Integration and difficulty modifiers.
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Program accessibility & quality of life functionality.
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Designed & programmed a scoring system for a speedrunner
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Worked completely in Blueprints.
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Voiced Hermea.
MY WORK



CREATING ABILITIES
Creating abilities was a collaboration between technical designers, programmers, and our creative director. We first began with prototyping for two weeks; we designed multiple different abilities. I worked on a dash, flight, bow, and arrow system.
*Full-screen blueprint viewer to view the full blueprint*
DASH
When creating the dash ability, we played around with many options. In an earlier prototype, we only allowed the player to jump while in the air. Through iteration and playtesting, we gathered that it felt unnatural. I adjusted the dash distance giving the player a satisfying feeling while dashing. In addition, I added an FOV that pulls the camera back and then quickly moves further, increasing the feeling that the player is moving faster and farther than they have been.
TELEPORT
For the teleport ability, I iterated on top of what one of the programmers created. When we began playtesting, our biggest complaint was that the teleport ability was not intuitive to use, and it was hard to understand where your final destination would be. I went ahead and decided to split the teleport into two stages. The preparation stage (press a button) allows the player to choose where they will teleport with a visual representation. Once they release the button, it will execute the rest of the teleportation code.