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What is GHUNTER?

GHUNTER is a twin-stick shooter, action-adventure game about cooking prey alive!!

It's a collaborative project of more than 36 people during a year of development. My contributions during the full year development was of a Producer and Game Designer (in many areas; level, narrative, combat...).

FEATURES

  • Twin-stick shooter gameplay

  • 3D adventure and 2D tavern lobby

  • Organic and plentiful world full of lore, enemies, secrets, biomes and backtracking

  • Distinct combat and enemies' AI experience

  • Extensive and interactive narrative

  • Quest management and story progression

DETAILS

  • Development: 36 people, 9 months

  • Tools: Unreal Engine 5, Articy, Maya, ZBrush, Substance Painter, GAS

  • Specifications: PC, controller supported, accessibility settings

  • Duration: 2-4 hours

  • More than 30,000+ downloads

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AWARDS

 

Best University Game - BiG 2024

 

 

2nd place Popular Game - Guerrilla Game Festival 2024

 

 

 

 

NOMINATIONS

 

Best Game Design - Playstation Talents 2024

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FREE ON STEAM!

My contributions

Game Designer

Combat Designer

  • Designed most of the player's mechanics (dash, attacks, actions...)

  • Designed all weapons in the game:

    • Melee weapon (all stages of production)​

    • Ranged weapon (shotgun flamethrower, concentrated water gun, explosive fried gun)

    • Ingredients (cheese mine, wine explosive grenade, jam stun mortar)

  • Tested and balanced the enemies and weapons stats of the game

  • Designed enemy areas and player's pacing

  • Experience with AI behaviour trees

As a Game Designer I desgined most of the game's core mechanics as well as created the initial idea for the game​ as well as all its' iterations.

Level Designer

  • Designed the initial concepts for the level

  • Created the player's pacing and experience curve

  • Established the metrics of all interactables and area sizes.

  • Implemented and designed the tutorial level.

Narrative Designer

  • Assisted in the creation of the universe's narrative

  • Used Articy tool to implement the narrative

  • Reviewed narrative checking for plotholes and mistakes

UI Designer

  • Designed most of the UI elements in the game

  • Implemented UI/UX game feel

  • Colour theory game design for better user experience and readability

Game Feel and Sound Design

  • Created more than 40 VFX in the final game

  • Implemented camera shake on several elements

  • Used MetaSounds to implement dynamic sounds in the game

  • Mastered Audacity to change/modify existing sounds

Producer

  • Manage a team of 36 developers including: Programmers, artists, designers, sound designers, concept artists, modelers, animators, riggers, marketing, publishing and more.

 

  • Using agile methodology (Kanban) to manage tasks and milestones.

 

  • Creating a production plan to manage two major milestones (Beta and Gold) as well as post-production.

 

  • Tracing progress via: dailys, weeklys and Sprints.

 

  • Risk management and mitigation.

 

  • Creating a healthy, safe and fun environment for the team.

 

  • Acting as a support figure for the team as well as conflict solver.

 

  • Being the "face" of the team by: participating in media interviews, picking up awards with their respective acceptance speeches and giving motivational speeches to the whole team to boost morale.

 

  • Creating pitches and presenting the game to a broader audience and professionals of the industry.

  • Created and managed the Steam page and other social websites.

Here are all of my contributions in a more in depth-analysis of what I did in each department. If you want to

see exactly how I did things, tools I used, things I experienced, you can check it out below!!

"Interested in collaborating? Feel free to reach out—I’d love to hear from you!" :D

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