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R.O.A.M.

2023 - PRESENT

Top-down survival shooter where you combat invisible threats.

MY ROLE:

Technical Artist

Technical Game Designer

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TEAM SIZE

4

PLATFORM

Windows

SteamDeck

R.O.A.M. is a top-down survival horror shooter with invisible threats lurking around!

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Earth 2030, infested by an alien species, Kenemorphs. You play as a recruit who signed up for the R.O.A.M.(Research Observe Allocate & Manage) command's trial experiments in a desperate attempt to neutralize the invisible monsters from our home for good. Trapped in an underground facility, you need to strategically detect and eliminate Kenemorphs while maintaining the integrity of the generators.

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However, you slowly discover a grand mystery that also hides in the dark...

My Responsibilities:​

  • Took ownership of crafting visuals and VFX for overall game aesthetics using custom shaders and renderer features.

  • Optimizations, custom tooling, and general debugging.

  • Designed and scripted core gameplay interactions leveraging unique player mechanics, system loops, resources, and combat behaviors.

  • Art-directed 3D props, set dressing, lighting, and post-processing.​

SONAR SCANNER

RENDERER FEATURE

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I created the sonar scanner with its core visual style of appearing like an audio/spatial visualizer in the dark where it can be occluded by obstacles.

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PIXELATION

RENDERER FEATURE

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Filtering specific objects in the scene by layer mask to apply a post-process pixelation effect for that retro arcade sensation!

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METRICS RING

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The metrics ring is a diegetic UI element of the surveillance camera fully customizable with adjustable parameters with proportinal segmentation to the overall length of the ring slice.

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An early prototype of the ring. It looks pretty cool, but we decided to remove it because it was too confusing for the players to interpret. 

GENERATORS

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There is one Master Generator. Master Generator's power decreases when sub-generators lose power. The rundown fails if the Master Generator's power reaches 0. The player must maintain until auto-maintenance reboots in 3 minutes for the rundown to complete.

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Power Cores:

Power capsules to charge the generators that the player can carry.

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Generators:

The main point of contact that can only be recharged by Power Cores

GAMEPLAY

PLAYER ABILITIES

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A unified energy pool Stamina that distributes across all of the player's abilities

  1. 360 FOV Scanner - Reveals the location of the Kenemorphs. Large FOV. Will be occluded by obstacles.

  2. Laser Blaster- Eliminates the Kenemorphs. w/z sound proximity.

  3. Boost - A short directional Burst in movement speed.​

 

Stamina will recharge automatically when idling. When stamina reaches zero, stamina will only be enabled when charged to full.

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ENEMY BEHAVIORS

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The Kenemorphs will be invisible as default. There are 3 behavior states:

  1. ​Roaming - Roam until in range of the player. Stays invisible.

  2. Chase

    • Proximity ​​​Chase once in range of the player. Stays invisible.

    • Alerted Chase when the player's blaster sound triggers. Turns visible.

  3. Attack - Stop moving and exert a deadly blast. Becomes visible, and will self-destroy after the attack is finished.

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INTERFACE

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Every time after either a failed or successful rundown, you will receive a new narrative snippet in the form of an operator's console interface and audio log.

PERSISTENT DEATH

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After each failed rundown, you will see the remnants from the previous test subject. Each of these remnants will trigger a narrative audio log that will help you uncover the mysteries of ROAM command. 

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