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is an arena shooter developped by 4 Game designers and 5 Game Artists in 12 days.

See the presentation video to see what's the game all about in less than 2 minutes ! (and 8min of gameplay).

Idea

With my friends we love John Wick movies. We wanted to make a prototype of a john wick like game. So we have done one!

Pitch

You play a man who wants to kill as much mafiosios as he can. If you kill an enemy, you become invicible, but you've got a limited stock of ammo. So count'em ! Endless waves of ennemies will come, everytime more powerful. You will need more firepower to kill them all.

Player can : sprint, crouch, slide, climb and shoot.

Mechanics

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My Work On this project:

Graphic references

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We came with this Idea of destroyed buildings,  or in construction, and taken by the mafia. first intentions was to made the first floor clean, and higher you get, dirtier it would be, as the mafioso completely take possession of this place. 

In terms of LD, it means
each floor needs different pacing and gameplay.

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2D concepts

I saw too big

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When I opened my Visio, I was like: "lets go make buildings, gardens and constructions site. for a 12 days project, like 1h later, it seems pretty clear I went to far. 

Starting with a firing range

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So I restarted from the basis. A place where the player can train himself, and where I can make my metrics for me and for all the team to test it.

The
idea came from CoD 4 Modern Warfare. with the first mission, the firing range. What a good exemple of how in only 2min of gameplay, you can learn every mechanics. 

Final 2D concept

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For the building I start with a concept of H building, with an Atrium at the bottom, where the player will shoot ennemies from upper floor, and see the gigantic building.

as you see it's not finish, because of the time limit, I quickly switch to Unreal.

Blockout

and here's the playground/firing range, was a must to test out metrics, for progs and me, sadly we didnt have time to integrate that in the final build but at least it was very useful to reminds me the metrics.

Metrics is the way.

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Here's at left and bottom the Ground floor, you can see the atrium, the office rooms, the eleavator at the center, and 2 staircases to go upstairs. 

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I've made 5 floors, but it became obvious that Artists could not make all of that in less than 10 days. So we cut, to only keep the ground floor.

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After 8 days, we came with this. But we weren't satisfy of this. Walls close too much the overall level. Flow wasn't good.

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Finally with our level artist, (Laura thank you for your patience), we came with this iteration. much more opened, with greater visibility, guidelines, and a cleaner aspect

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Tweaking waves

Thanks to Paul's work on the wave system and his Excel board, I was able to easily tweak waves, ennemies and gun damages.

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