Concept
Killer Klowns from Out of Town is a simple yet enjoyable target shooting game, the goal of this project was to make a replayable VR game with an enjoyable game loop that would keep players hooked. The player must shoot all the clown targets while avoiding the child and grandmother targets.
Core Loop
The core loop of the game involves shooting targets within a set time frame, players are scored for each of the clown targets they shoot while points are deducted for each child and grandmother target shot. Once the player has finished shooting all of the targets the remaining time on the timer is added the score and the players score is added to the scoreboard.
Team Lead / Vision Holder
Killer Klowns gave me a valuable opportunity to lead a team, my duties involved designating tasks to members of the team as well as making design decisions on how the game should play. My prior experience programming and working as a systems designer helped me in effectively communicating with our programmer Jason Anderson, about what would be required from him. When communicating with our artists about art decisions I decided it would be best to rely more on their experience in creating a clear and concise art style for the time, I made it clear how each of the art assets needed to function and left the styling of the assets up to the art team.
System Designer
As well as operating as the team leader on Killer Klowns I also worked as a systems designer on the project. In this regard my role involved scripting the target spawning system, the initial implementation of this system was setup and functioning before we had full VR functionality implemented. To test how enjoyable the target shooting would be at this stage I created a quick point and click shooting system to work with the keyboard and mouse, with this implementation of the target shooting system I was able to create an enjoyable difficulty progression in the target spawning. Once we had full VR implementation only minor adjustments needed to be made to the target shooting spawning for it to be equally as enjoyable in VR.
Design
Eloise Gould
Aiden Storer
Programming
Jason Anderson
Art
Millie Bird
Scott Bruno
Jackson Smith