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High-Rise Showdown is a Fast-FPS set in a dystopian future, built around the core mechanics of the heart "Beats Per Minute":

You
lose BPM when you get shot by enemies, and you gain BPM when you hit enemies with your weapon.

However, your
BPM is also your ammunition, so you'll have to be careful not to waste it during the many waves of attacks.

Trailer

Gameplay

About the game

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My Work

References

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During my researchs I found awesome nightclubs, and it was really inspiring. giant wall street likes screens to maybe put some gameplay infos. small verticality with 1 or 2meters high blocks. and a floor who will guide the player.

2D work

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We started this project with 2 months of pre-production. it allowed me to make severals 2D plans and concepts. As always I saw too big. but some ideas were here: A bar, a big stage in front of the exit, which is made with a giant stair.

In firsts concepts, my bar was completely symetric. It was not really cool, for gameplay but also artists. I decided to make another concept

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Then, I based my 2D plans on Quake and firsts doom 2D maps. For me, these plans are an awesome way to learn. it's clear, and you directly know where to go. During this project I've always kept in mind these plans.

The
arena was now not symetric anymore. But, with 3 distincts levels of verticality, we conclude it was not possible to make in 2 and 1/2 months. But the ideas of corridors and a giant landmark in center came, and we kept that for the next concept.

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The final concept. 2 distincts areas:
-the
main bar, and the arena at the end.

-2 levels of verticality, the
ground floor is opened, and the 1st floor is made of corridors and bridges.

 

-A giant Landmark in the center of the level.

-The
beginning directly in front of the end.

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-Player can go on differents floors easily, and go very fast.

Everything was here, the
concept was approved and I went on Editor to build this.

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3D work

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Here's the global shape in blockout. We've used that to establish Character's movements and metrics. Once this done I went to the next step.

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During the first 2 weeks we have tested an evolutive level, it was awesome, but due to technical and lighting issues, we kill this feature.

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Next, I've established the micro LD and I started to establish firsts ennemy waves.

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SuicidBot

Rusher

Enemy side: We have 2 distincts ennemies.

The
SuicidBot: he's rushing the character and when he's in range, he's exploding. doing great amount of damage. It force the player to dash back or to be a fast killer

The
Rusher: a Basic enemy armed with an assault rifle. its main goal is to overflow the player due to the amount of them in the level. if you dash behind him, you can kill it easily.

Finally, in final weeks of production, we integrated Level Art and lighting and more enemy waves, and constantly test it to have a balanced game

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Playtests

During all the game's development, we have made playtests, and I was in charge with a colleague of this. we have made a google forms  and a google sheet for the bugtracking.

I would like to thank all these people who have helped us to make this game a better game. without them, the game could have been a complete failure
Playtesters are the key in during a game development.

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Screenshots from the game

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Thanks to my awesome team

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