Ben Mowry

Ben MowryBen MowryBen Mowry

Ben Mowry

Ben MowryBen MowryBen Mowry
  • Home
  • Team Projects
    • The Descent
    • PUPPIT
    • Faded Path
    • Treacherous Totem
  • Solo Projects
    • Armor
    • A Little Walk
    • Polygonal Pummel
    • Cubic Adventure
  • About Me & Resume
  • More
    • Home
    • Team Projects
      • The Descent
      • PUPPIT
      • Faded Path
      • Treacherous Totem
    • Solo Projects
      • Armor
      • A Little Walk
      • Polygonal Pummel
      • Cubic Adventure
    • About Me & Resume
  • Home
  • Team Projects
    • The Descent
    • PUPPIT
    • Faded Path
    • Treacherous Totem
  • Solo Projects
    • Armor
    • A Little Walk
    • Polygonal Pummel
    • Cubic Adventure
  • About Me & Resume

The Descent

The Project

A project built in Unreal Engine 5 exploring the new features available.  


The Descent is a first-person shooter rogue-like there the player explores caves, fights goblins and lizards, and acquires XP to purchase perks to traverse deeper. The main mechanic the game is focused around is growing and shrinking enemies where larger enemies are slower but hit harder and smaller enemies are faster and can be squished.


As the sole designer on the team, I tasked myself with fleshing out the entire game, creating enemy types, perk systems, prototyping combat loops, and crafting the caverns the player finds themselves in.

The Data

Role:

  • Game Designer

Dates:

  • Sep 2022 - April 2023

Tools Used:

  • C++
  • Visual Scripting/Blueprints
  • Maya

Engine:

  • Unreal Engine 5

Team Size:

  • 3x Programmers

Try It out

Google Drive

Download - Beta

Behind the Scenes

The Beginning

The project was based on the classic game, Dig Dug, reimagined in a FPS experience. The game would retain the cave setting along with more cutesy enemy types to fight, with the twist that shooting enemies grew or shrank them.

First Pass

The first pass involved white-boxing some basic rooms that would be used in the level generator and a basic melee enemy to begin working with AI. The basics of growing and shrinking were completed along with the door system to allow travel between the small rooms in the game.

Second Pass

The second pass involved completing several more rooms and converting them from white-box to cave-like environments along with another enemy type that could climb on walls and the ceiling to shoot at the player from a range.

Adding On

Once the main gameplay loop was established, the focus was placed on adding a bit more replayability. Perks and a leveling system were added to keep playthroughs different and allow players to build into certain aspects of gameplay such as speed or grenades.

Polish

Most polish was improving the lighting in most of the rooms along with making sure the enemies didn't get confused while they were running after the player. However, playtesting helped us realize that allowing players to color code what enemies/items could be grown/shrunk helped immensely.

Finalizing

Just before finishing the project, we focused on touching up the remaining feedback from playtests and making some final tweaks to perks, enemy health, and player movement to make things feel as smooth as possible.

  • About Me & Resume

thebenmowry@gmail.com

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