Project Info
Genre: Pass-&-Play Strategy Artillery Game
Development Duration: 2 Months
Team: Solo Project
Role: Technical Designer
Skills: Blueprinting, Technical Design, Gameplay Design, UI Design
Engine: Unreal Engine 5
Project & Goal​​​​​​​
- Slimes is a turn-based artillery game heavily inspired by Worms W.M.D
- Players control a team of slimes and take turns using different weapons to eliminate opposing teams
- Designed 4 distinct slime class, each with unique weapons and playstyles
- Main goal of the project was to improve my technical design skills by buildings systems in the most efficient and scalable way possible
- Focused heavily on clean blueprint architecture and optimised node usage rather than quick inefficient solutions
My Work
Core Turn Based System
- Designed and implemented a full turn based structure
- Built a custom initiative / turn order manager similar to Worms-style sequencing
- Implemented logic to handle: Team rotation, Active slime tracking, Turn timers, Win condition checks
- Accounted for specific scenarios that require more logic, such as: Multiple eliminations in one turns, Entire team wipe scenarios, All teams eliminated simultaneously
​​​​​​​​​​​​​​
Local Multiplayer - Pass & Play
- Implemented local multiplayer using a possession-based system
- Ensured the camera would cleanly transition between the different characters and damage events
- Ensured the camera, UI and control logic updated correctly during possession switching
- Designed the system to remain scalable beyond two teams
Class & Weapon Inventory System
- Designed the four slime classes with distinct weapons and roles / classes
- Ensured each class had a clear combat identity and behaviour rather than merely cosmetic variations
- Balanced weapon utility around positioning, maps, character interaction and terrain interaction
- Structured weapons to encourage tactical play rather than pure damage output
- Implemented a weapon cycling system that utilised individual inventories across the characters
Team Customisation 
- Built team setup and customisation functionality
- Allowed players to configure teams before the start of the match, allowing different team compositions with four class selections
- Structured the system to support expansion without rewriting core logic
Game Feel & Polish
- Heavily focused on overall game feel and polish to ensure great user experience and player actions feel satisfying
- Implemented controller vibration to match weapon impact and players charging the shot's intensity
- Integrated voice lines for feedback and personality to ensure each action was rewarded and each class has individuality
- Focused on responsiveness and clarity of impact
Back to Top