For this project I was initially just working as a junior designer, as at this time I had tried many things but nothing stuck with me.
My initial role involved idea generation, working on the design document and making an ability list- To help work out how the game would play.
To begin with, our idea was a sci-fi stealth game similar to hitman, but that idea was rejected by an investor type, so we had to pivot, and went with the action sci-fi shooter instead.
GDD Diagaram - Enemies
Size References
After this, my job switched into helping with level design, where I blocked out the first half of level 2.
I also wasn't afraid to try audio, as such, I became the sole soul working on audio, music, sfx, implementation, voice lines, all of it.
Working alongside another designer I also prototyped some cinematics that got cut later in the game.
Original Storyboard by Thomas Brookshaw
Cinematic recording, Editing, Sound - Me
I was also in charge of the promotional material for the game, this included getting screenshots, and setting up cinematic recordings of the game itself, recording and editing the trailer for the game.
For this I made a system that lets me pause the game, go freecam, or set the speed very low for a step forward like function.
This also happened to be before I knew about using the debug camera, so next time it'll be easier to get those high res shots.