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Blood

Fast Paced FPS Platformer 

Years Created: 2024-2025

Software: Unreal Engine 5

Blood was a project I took over in the collaborative class at my school.

Blood Enemies

The enemies of Blood were my largest single contribution to the project, but certainly no where near my only one. I was in charge of designing them, creating them through script, testing and tuning them, and implementing art such as models and animations, as well as audio including ambient and action sound effects.​
 

They were designed to keep the player moving. They are of little threat while the player is in motion but lethal when they are stationary. I created five enemies based on this principle; the Crimper, Swarm, Cannon, Rifle, and Turret enemies.

When I took over the prototype the enemies were made to be 2D assets in a 3D game. All the systems referenced them as such. When it was decided the game would go further this was changed due to an influx of 3D artists on the art team that semester. Because of this, I had to transition all systems and functionality to match. That sucked, but was done.

Crimper

The Crimper enemy was very fun to make. Its sole purpose is to get as close to the player as possible mainly in the way of massive leaps directed at the player whereupon landing they slash in front of them. These enemies don't care if the player is stationary, running, on the ground, or over a platform. They will leap and land where they do. If that's in a vat of acid, so be it!

Swarm

The Swarm enemy was the first thing in the game that felt truly right. Its look and feel came together excellently very early on into the implementation of 3D art. Their purpose was to chase the player in the air. When the player is in range they will track them until they are close enough to shoot their stinger. Their main design was to be easy to take out and tons of fun to kill in packs.

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Cannon

The Cannon enemy was the last enemy to be created. It was made to be a central tough-to-kill target that the player would have to deal with while undergoing an onslaught of from the other enemies.

Rifle

The Rifle enemy is by far the simplest enemy. It walks, and it shoots. But nonetheless, it is super fun to kill and watch its head fly off in any direction. Unfortunately this didn't make it into the final build of the game but I did make an upgraded version of this enemy where it shot a stream of projectiles and would A-Team fly a tank its detached head through the air.

Turret

The Turret is a stationary wall-mounted enemy that detects the player when they get close enough, fires a short burst, then goes on cooldown. They were created near the end of development to help give the levels themselves more of a feeling of being alive and dangerous.

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Blood Level Design

Blood levels were an interesting challenge. I was design lead, but my main development role was designing and implementing systems. That being said, I did make a few test and proof levels to show proper use of created mechanics and to give the other designers a style to work off of.

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My Part on Blood

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Aeden Buck made an awesome prototype right before he graduated so I took the project over as Design Lead and continued it as one of the main projects being worked on in the class. Overall we had 20+ people who worked on the project. 

When I took the project over a functioning player with the ability to swap through various weapons, an extremely rudimentary enemy, and a few other things that were cut along the way.

I had to learn his systems and how to work with them to further add to and iterate over them. Once I had a firm understanding of the systems already made I began to create four enemies, multiple test levels, and refine and add to player mechanics all while implementing almost all art and audio asset into the game. 

Blood's

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