A tactical twin-stick shooter made especially for VR, set in a post-apocalyptic flooded world. With a unique blend of special abilities, objective-based combat, dynamic loadouts, and devastating giant pilotable mechs, this tabletop-inspired experience is a blast to play, whether you're fighting through the co-op campaign or battling across 12 unique maps in competitive multiplayer.
Landfall was my first project in many ways: the first game I developed professionally, the first time using Unreal Engine 4, my first experience with Virtual Reality, and the first project where I spent a significant chunk of my time prototyping and coding. I learnt a lot during my studies, but it was during Landfall, as I grew from intern to junior designer, that the pieces finally fell into place.
It was an incredibly rewarding experience. While I contributed heavily to the level design, it’s the prototyping that stands out in my memory. Learning I had the capability to directly create high quality mechanics gave me a boost of confidence and truly ignited my passion.
Created gameplay prototypes for core features, including the pilotable mechs and bespoke mission objectives
Implemented systems and resolved complex bugs related to multiplayer logic and network replication.
Designed levels for a significant portion of the co-op campaign and competitive multiplayer maps.
Iterated on gameplay balance through daily playtesting and the fine-tuning of core mechanics.