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FUTUREGAMES // 2020

FLOT

Team of 12 ( 3 designers ) • 4 weeks • Unreal

FLOT is an intense two versus two task-managing, multiplayer battle where your goal is to sink your opponents. Team up with a friend and steer your raft down a procedurally-generated river full of hurdles and hazards. Bombard your enemies with arrows and explosive barrels until only one raft remains floating.

 

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Requires gamepads

THINGS THAT I DID

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LEVEL DESIGN:  I was responsible for designing and set dressing the "river chunks" that created our endless level.

 

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UX / UI DESIGN AND SCRIPTING: 
I designed and implemented the majority of the UI: Menus, HUD, and spatial UI indicators.

 

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COLLABORATION: I worked closely with the entire team in creating the overall UX, raft controls, and archery mechanics.

DESIGN PILLARS

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MULTI-TASK MAYHEM:
The fun comes from deciding whether to steer, shoot arrows, or throw barrels.

 

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COMPETETIVE: Making a hilarious and hectic multiplayer experience that brings out the worst in people.

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STRATEGIC SYNERGIES: Making the best use of your arsenal by combining explosive barrels and igniting arrows.

Game Loop
GAME FLOW

The goal of the game is to sink your opponent's raft while protecting your own. You do so by multi-tasking between three different abilities: paddling, throwing explosive barrels, and shooting arrows.

The health of each raft is drawn in the serpent shape on the HUD. The last raft floating wins.

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LOWERS RAFT

HEALTH

PADDLE

PICK UP BARREL

RESPAWN

PICK UP BOW

SHOOT

THROW

INTO HAZARD

INTO BARREL

AT BARREL

AT PLAYER

PLAYER OVERBOARD

DECIDE TASK

DROP

5 SECONDS

5 SECONDS

"PROCEDURAL" LEVEL
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3. CHUNK UNLOAD

Once it's  behind the camera the chunk unloads, saving memory.

2. MOVING WORLD

The chunks are moving at a constant speed. The camera and the rafts stay in position.

The win condition is based on the raft's health and not a timer. Therefore we needed to come up with a level that could last, technically, forever. The solution became a random chunk spawner that would create an endless river.

1. CHUNK SPAWN

A level chunk is picked at random and attaches to the previous one.

Level Design

DESIGNING CHUNKS

I designed and set dressed a total of 7 unique chunks in order to have the battle arena feel alive and non-repetitive. 
Aestethics aside, it was also important to have the chunks feel different in their gameplay and pacing.

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BREATHER

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THE SPLIT

Adding breathing room by letting the rafts pass on each side of a landmark.

BARRELS

ARROWS

Less chunks â–²

BREATHER

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BARRELS

ARROWS

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PADDLE

BARRELS

ARROWS

THE RAVINE

Changing the elevation drastically on the sides added drama to our river.

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THE REEDS

On the contrary, the reed chunk is flat and almost zen-like. The damage-inflicting rocks are easily avoided here as they don't appear on the golden path.

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PADDLE

BARRELS

ARROWS

THE DOCK

We felt that we needed a good mix of vegetation and manmade environments. The dock contains breakable rocks that inflict damage on the rafts when you collide with them.

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PADDLE

BARRELS

ARROWS

THE TURN

The turn disrupts the standard straightforwardness of the river and makes the paddling harder to anticipate.  Also here, the pillars break and cause damage when you run into them.

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ARROWS

BARRELS

PADDLE

THE BRIDGE

This chunk contains almost no vegetation but is purely made out of stone walls and bridge pillars that you need to avoid in order to not take damage.

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ARROWS

BARRELS

THE WOODS

The base chunk that we started with. Still, it adds variety to the river.

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ITERATIONS

In the first playable version, you were only able to multi-task between steering and shooting arrows.
Then one of our playtesters suggested 
explosive barrels. Immedeatly, the game became more fun to play.

Iterations
More chunks
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