top of page
Killer Shark From Outer Space

Killer Shark from Outer Space is a 3D beat'em up where you play a shark exploring and fighting robots
This game was made by a small team of only 4 Game Designers. We hade no programmers or game artist and decided to split tasks to be more effective. Here's what i did in this project :
Game design
As game designers, the biggest challenge was creating a game that fully exploited the concept of 3D. We therefore decided to fully embrace the free camera aspect and work to make it as accessible as possible.
We therefore worked on the player's feedback, aim assist during combat, and camera comfort through playtesting. The goal was for the player to always know their position, to quickly get to grips with the camera, and not feel lost during combat.
At the same time, our work on combat design focused on making combat simple and easy to pick up, given the camera angle. We decided to go with a dash system that serves as an attack, dodge, and escape. Serving both the player and the enemies, it allowed us to prototype many possible situations on paper, and we concluded that it offered a fairly wide variety of gameplay. It was then that we built the enemies on this model.

concept of combat design situations
Level Design
For level design, each of the four game designers worked on one of the levels. I was therefore in charge of the tutorial, in order to test the player's first-time user experience. The goal was thus to decide, based on our target audience, how I would adapt the tutorial. The engine tutorial was designed for a midcore-level player, so that the learning curve wouldn't be repetitive and would progress quickly to the first battles.
Once the core gameplay was integrated, I focused on introducing some more complex enemies (like the fleeing enemy) to give my teammates a wider range of possible scenarios. I therefore decided to use the level's presentation to serve the purpose of these new enemies.
I also worked on other game designers' levels, prototyping simple rest areas that were easy to code and provided sufficient stimulation for the player. This allowed us to further explore the exploration system itself, including the system of breakable walls. We were also able to draw inspiration from other mini-games, blending in stealth and memory elements to further enrich the gameplay.


concept of level 1
concept of pacing and tutorial situations
Musics and sound design
Developing this game gave me the opportunity to reuse FL Studio to compose a soundtrack. I explored inspiration with the entire team and used it to blend genres like metal, drum and bass, electronic music, and music from games like Doom. The goal was to add a distinctive touch to the overall atmosphere by conveying the emotions and the evolution of the game's story through the music.
Through sound design, I also sought to make the atomic parameters of combat understandable, such as the attack anticipation system. Beyond that, the goal was to create a metallic and insane atmosphere and sound effects, to visually represent the environment surrounding the player.
Shark Dnb themevenusb0y
00:00 / 01:45
Click on the shark to go listen to the soundtrack playlist
Cinematics
For the game's ending cinematic, I used Unity's cameras, duplicating the game's final scene to create a variety of shots. Then, I did only minimal video editing and color grading in Adobe Premiere Pro. The goal was for the scene to leave a bitter aftertaste, since the shark's quest for revenge ends rather badly.
Trailer

bottom of page



