Titan Blitz was my final year group project. Titan Blitz is an arcade type shooter where 2 teams of 1-4 players fight it out to capture a central point and the opposing team home point. Its a fast paced ability driven game that was part of the COMX convention in June 2019. 
My role on the team was to be the main game balancer as I had the most experience in the genre chosen. In addition too that I also had the job of making the menus for the game along with the ingame UI. Finally it was my responsibility to create the games trailer which would be shown around the convention as well as at our booth.

Game Trailer
Main Menu
On the left is the concept for the Main Menu screen and on the right is the final version that was in the game. The blank area was always meant to have a video of the level, however at the time of the creation the level wasnt created but it was always planned to have a video there. The text was changed to match what the programmers said would make the most sense for how the server was setup. The item shop and blog post areas are empty as these were areas for future expansion and not needed for the final product.
Character Select / Lobby Screen
On the left is the concept for the character select and on the right is the final version that was in the game. As you can see a lot of the original concept has been carried over to the final version just with a couple tweaks here and there. The idea for the design of the lobby was to show which players are on which team as well as give players the chance to look at the characters before choosing who to pick and play. A change id like to have made is to have the abilities explain what they do if the player was to hover over them with their cursor.
HUD Design
On the left is the HUD (Heads Up Display) concept I created and on the right is the final version that was in the game. Initially the plan was for the player to have 1 main weapon, 2 abilities and a Ultimate ability, this was later changed to help with balancing purposes as well as trying to reduce how much the player would have to learn about their characters. The abilities that were removed were not thrown away but changed into power ups located around the map. The bars on the bottom left still show the players health (white) and armour (blue) but the icons showing what your teammates stats are got removed due to time restraints. Otherwise most of the HUD design was transferred almost completely from concept to final product.
UI Icons
The icons I created were made using a solid white colour as to match the colour scheme along with negitive space to add details. The icons had to be clear and distinguishable from one another as they would have to recognised at a moments notice so the user would be able to time their usage quickly. The first 3 icons on the left are the power up icons, 2x damage, jump boost and speed boost. These icons were larger than the others as they would appear in the level and could allow for smore details. The other icons are the 2 weapons along with the abilities that the player could use. These icons were made smaller as they would never appear to the player in a large scale so didnt need a large resolutions and thus couldnt support too many details
Other Team Members:
Project Manager/Level Designer - RossWoodhouse.wixsite.com/portfolio
3D Modeller - OgnianaNikolova.artstation.com
Gameplay Programmer - EthanJGill.wixsite.com/portfolio
Network Programmer - HarryWoolford.wixsite.com/portfolio
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