Multiplayer pinball where you are the ball!
Timeline: 2015/09 – 2019/04
Role: C++ Programmer / Tech-designer
Studio: Stitch Heads, self-published
Team size: ±8
Engine: Unreal Engine 4
Intro
Kabounce was our first own IP and was one of the first indie titles to support PS4/Steam crossplay at launch. With up to 8 players simultaneous it features a 4vs4 arena mode with ranked and custom matches, along with the fan favorite speedrun challenges. After self-publishing we provided Live-Ops, including a large Summer update with community events, and were included in promotions such as the Yogscast Jingle Jam 2018 and Prime Gaming.
My Responsibilities
I was one of the two core programmers and additionally supported UI/UX and game design.
- Developed modular UI/UX systems, implemented large amount of its features and content, and supported UI/UX design.
- Combat design, creating abilities and resolving collision encounters. Prototyped multitude abilities to fit the tight high-octane gameplay, developed various to release and ensured they feel awesome as core of the arena mode.
- Cosmetic pinball customisation system controlling 6 categories (partial hierarchical), with intricate options to ensure each cosmetic fits with each other.
- Shared ownership on 3Cs, went through various iterations on the unique and intrinsically complex movement system. Created layered camera behavior (with player-exposed settings) and various ways of cosmetics responding natural to player movement.
- Created many features as part of combat arena mode with stages Pregame->Game->ScoreResults->MVP->Postgame.
- Developed Time Trial Challenge mode with different modes (casual, versus, and relay co-op) and additionally difficult variation (gauntlet).
- Developed ghost recording tooling and playback system for speedrun challenges and tutorials.
- Platform stats, leaderboard and achievements/trophies for Steam and PS4, with some implementations for proprietary leaderboards for DRM-free platforms.
- Created lootballs reward system.
- Music layers dynamically mutating based on player’s gameplay intensity.
- Developed some light in-engine tools to support level design.
- Designed 2 challenge levels (Steps and Hop).
- Implemented various seasonal events (Halloween, Xmas advert calendar, anniversary).
- Showcased at events: Indigo, Gamescom, GDC, NotN, Casual Connect Shenzhen, and more.