Bankshot Launchers
First Person Arena Shooter| PC | Team of 4 | 8 months
Game Designer, Programmer, Level Designer, 3D Artist, Community Management
Bankshot Launchers is a team FPS multiplayer Arena Shooter available on Steam and based on a Halo: Reach custom game mode of the same name which was made by me. A game all about ricochets and trickshots, Bankshot Launchers has players engage in shooter combat without ever having direct line of sight on each other and instead having to utilize carefully crafted level geometry and their own creative thinking to defeat their opposition. Bankshot Launchers was made in the Godot engine and features 4 maps, 4 weapons, up to 8v8 multiplayer and optional bot players.
Conception
Bankshot Launchers was built upon the idea of shooter combat which prevents direct line of sight between players. A shooter where success is determined by how well players can understand and utilize their surroundings to ricochet their shots to get to their target. The concept began as a Halo: Reach custom mode and a single map to accompany my proof of concept. After playing the mode with a few friends, we eventually assembled a small team to take the concept out of the confines of Halo: Reach and expand upon the level design possibilities and game mechanisms.
Development
Bankshot Launchers is my first ever project done in Godot and by far my most expansive work. It was done with a team of 4 but a couple of those team members mostly kept to their own specialties. Myself and one other team member had to work in a more multi-disciplinary fashion. For Bankshot Launchers I did work on Level Design, Mechanism and Mechanics Programming (which had to be compatible with the game networking), 3D Modelling, Documentation, Shader Creation, Game Design, Game Balancing, and UI Design. Not only was this project my first time utilizing Godot, it was also my first time working with Shaders, using Blender, and working regularly with game networking. Bankshot Launchers is in early access so development is not currently finalized but due to external factors, the team’s progress has been slowed and thus the project’s development timeline has become muddied, however there is content currently in production which is to be added when appropriate.
Address
Greater Toronto Area, CANADA
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