Repo Ruckus!

Repo Ruckus! is a I-Spy inspired FPS time-trial where the user repossesses overdue items in unique environments by using physics to grab meshes and throw them around!

Beat your best time and collect stars to unlock more levels!

Role

Level Design - Project Lead

Team Size

2

Tools used

Unreal engine 5 / Blender

Aseprite - UI / Garage Band

Initial Blockout

Rough idea for the first maps, wanting a small but functional office space in a skyrise.

Initial Blockout from map drawing

I wanted to create a sense of claustrophobia in the first level to exaggerate the fact that most items in the game are grabbable.

If there’s less space to place items, they should be all over the level.

Throughout my Blockout phase, I wanted to save time. I did so by:

  • Keeping the roof off. - Unnecessary detail in case I needed changes

  • Using rudimentary shapes. - Allowed me to plan out the office to my liking and make changes

  • Sticking to the rough draft even with new ideas in mind. - Stopped scope creep


Office Theme:

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  1. Layout: The office theme is meant to be cramped and cluttered, like a small office. Tons of monitors & coffee cups was the original idea. I wanted the shapes to be very geometric and sterile. I also wanted windows in each office themed level to show the height of the office building & the outside world for scale.

  2. Difficulty: The office theme should be the easiest layout to understand and get a hang of the physics and controls. The layout will also be pretty simple and won’t be complex. There will also be fewer items to repo.

  3. Theme and Aesthetics: Overall, a dusty old office is the theme. The art style I wanted is a muted color with splashes of color, like monitor screens & paintings covering large portions of the wall, similar to mirrors edge (but literally nothing else in common lol). The music is a fast paced, retro synthwave with office noises incorporated. [Like a keyboard clicking]


Pirate Theme:

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  1. Layout: The pirate themed levels will either be on a beach with a ship accessible, or be on a ship with the ocean waves effecting the physics objects onboard.

  2. Difficulty: This theme will be a bit more difficult, but not much. There will be a bit more randomness with the waves rocking the boat and the repo items onboard. The ship will be a bit more complex as well, with multiple floors.

  3. Theme and Aesthetics: Well shiver me timbers and heave me ho, Matey. The theme is pirates. Pirate ships fighting & you need to repo in the wreckage. A ship in nasty waves. A beached ship. All piratey. ARGG! As for music, similar synthwave but with ye olde Hurdy Gurdy playing in the background. I’m not kidding that’s actually an instrument.


Tavern Theme:

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  1. Layout: I wanted the tavern to be more cramped and cluttered than the other two themes so that the difficulty is increased in the later game theme. The map will be a bit larger than the other themes as well.

  2. Difficulty: This will be the most challenging theme of the game (as of right now). The level will be a bit more complex with upper floors of similarly designed bedrooms. This will add a bit more difficulty when trying to track down specific items & will also make it a bit more difficult bringing multiple items at once to get a better time.

  3. Theme and Aesthetics: Similar theme to the pirates, this was unintentional but I can reuse a ton of assets and they are different enough to stand on their own. Similar music to the pirate, but with harp and string instruments in the synthwave.