mans last friend

PROJECT ROLE - SOLE DEVELOPER (THESIS PROJECT)

2023 - 2024

Man’s Last Friend Trailer

Project Info

ENGINE: UNREAL ENGINE 5

PLATFORMS: PC

GENRE: Metroidvania

GAME MODE: Single Player


SUMMARY

MAN’S LAST FRIEND is 2D Metroidvania Platformer designed by myself as the single developer. In it, the Player assumes the control of a robot named EMA and a genetically modified Dog, as they trek through a world devoid of humans in search of purpose and answers. While the art and audio are both using already made available assets, the game concept, narrative, design, game flow, and overall development of the project is all my own work.


Main story and map

Level, Systems, and cinematic design


In addition to story missions and upgradeable abilities to discover, as well as side quests and collectibles.

RESPONSIBILITIES

As my first solo endeavor as a game developer, I challenged myself to create as feature rich and polished of an experience as possible. With that goal in mind, I was able to take my designs and concepts from the early stages and successfully create a large map that rewards discovery and curiosity, featuring numerous systems in the world that help make exploration and combat exciting, as well as supporting the player fantasy in helping two oddball characters work together to survive.

DESIGN SUMMARY

  • LEVEL DESIGN:

    • Planned out designs for three zones, blocked them out, iterated upon them, focusing on making the moment-to-moment gameplay facilitating a satisfying game loop of exploration, combat, and ability-based progression.

  • SYSTEMS DESIGN:

    • I created a multitude of unique systems to help make the world feel alive and lived in, as well as rewarding the Player’s time spent in the world. This includes multiple enemy classes, a dynamic music system, fast-traveling, side quest progression, and more.

  • CINEMATIC AND NARRATIVE DESIGN:

    • I also emphasized a cinematic quality to the game’s narrative, not only creating over ten unique cutscenes, but also being responsible for dialogue in those cutscenes, in addition to barks (pun intended) found throughout the map.



The game features three zones, interconnected across a larger map full of secrets and enemies


Player Character

RESPONSIBILITIES

Inspired by Brothers: A Tale of Two Sons, a primary design goal of mine was to give the Player control of two unique characters who are mechanically dependent and intertwined. I was able to recreate this dynamic, add a unique twist to it by adapting it within the Metroidvania genre rules, and keeping gameplay responsive and always evolving to reflect the relationship between the two characters, Dog and EMA.

DESIGN SUMMARY

  • COMBAT AND EXPLORATION:

    • Successfully created distinct playstyles for each character that incentivized the Player to combine and experiment with them, such as using Dog to traverse and dodge, and EMA to shoot and offer support (ex. using the ‘Helping Hand’ ability to spawn a energy platform to avoid large attacks or expand vertical exploration).

  • PROGRESSION:

    • Progressing through the Main Story Quest and exploring optional areas on the map offer numerous upgrades and all-new abilities for each of the two playable characters.




Dog and EMA function as the two controllable characters are mechanically different, but engage in combat and use abilities as a team. This was to help give a tangible side to merely watching the duo become closer through cutscenes, bridging narrative and gameplay progression.

The Main Menu and Prologue animation was handled inside of a widget class where updating frames was all achieved via blueprint. The videos showcasing both are the end result of that process. As for the Main Menu, care was taken to create a decent number of selections from startup. This includes a breakdown of controls, game credits, and a training course.