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FUTUREGAMES// 2019

SUPER MOTHER QUACKERS

Team of 7 ( 3 designers ) • 2 weeks • Unreal

SUPER MOTHER QUACKERS is a competitive and hectic multiplayer game where you take control of your own Mother Duck. Collect ducklings, and steal those of your opponents. Dash and dodge your way through an arena jam-packed with hazards. Bring your baby ducks back to the coop and rack up your scoreboard. 

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Requires gamepads

THINGS THAT I DID

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UI DESIGN AND SCRIPTING: 

I art directed and scripted the menus and HUD using Photoshop, Blueprints, and Widgets.

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MULTIPLAYER / GAMEPLAY SCRIPTING: 

I scripted the camera system, multiplayer functionality, and animations.

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SOUND DESIGN:

I selected and handled the audio assets and engine implementation.

DESIGN PILLARS

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COUCH GAMING CHAOS:

Making the players feel invested in a hectic game experience and get competitive as f**k.

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INTUITIVE UX:

Making the player feel immersed in the gameplay by using your chain of ducklings as diegetic UI.

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PICK-UP-AND-PLAY COMBAT:

Making a multiplayer experience that’s easy to control and enjoy, from beginners to diehards.

Game Loop
GAME LOOP

The goal of the game is to bring as many ducklings as possible back to the coop. 

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STEAL THEIR DUCKLINGS​

RETURN TO COOP

Increase your score

FIND WILD DUCKLINGS

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DASH INTO YOUR OPPONENTS

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DESIGNING  FOR  CHAOS
DESIGNING  FOR  CHAOS

We discovered during playtesting that players felt more competitive the longer the duckling chains became.

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LOW RISK - LOW REWARD

Bringing a few ducklings back each time will slowly but surely increase your score.

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HIGH RISK - HIGH  REWARD

Collecting a long chain of ducklings will give you a higher score but leaves you vulnerable to your opponents.

HOW COULD WE ENCOURAGE

THIS PLAY STYLE?

BLUEPRINT SCRIPTING

UI DESIGN

I designed, implemented, and animated all the menus and in-game HUD elements. Our focus was to provide good visual feedback and encourage a high-risk playstyle that felt chaotic. The render size of the score animation is dependent on the number of ducklings following you. The more ducklings, the bigger the number size.

See the Blueprints

SCORE SCALE-UP

Zoom and drag (right click).

Score Scale-up
Blueprints

CAMERA

The camera follows the players by continually calculating the average location between them. Their distance to one another also determines how zoomed in or out we are. This lets us intuitively focus on the action and makes sure that all players are visible at all times.

See the Blueprints

CAMERA DISTANCE

Zoom and drag (right click).

Camera Distance

MULTIPLAYER SETUP

The multiplayer setup is handled in GameMode. A function spawns the number of players set earlier in the Menu Widget and gives each player a unique Player ID.

See the Blueprints

SPAWN PLAYERS

Zoom and drag (right click).

Spawn Players
ITERATIONS

We playtested and experimented with many different level versions before deciding on the final layout.

One shared coop in the middle meant more opportunities for big steals and overall chaotic gameplay.

Iterations
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