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Project Summary

Goofballs is a physics based multiplayer couch competitive experience created using Unreal Engine. Players roll, dash, and ground pound to score goals. It combines slapstick physics with arcade-style soccer and adds a twist: after a goal is scored, the ball, surface, and arena can change during gameplay.

This title was released in February 2020, FREE & available to download on the Steam Store!

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Team: 12 Devs

Engine: Unreal Engine 4. 22. 1

Game Name: Goofballs

Platform: PC

Development Time: 14 weeks (2019)

Roles:

  • Level Designer

  • Environment Designer

  • Sound Designer

Four Lakes - Free-for-All

(4player)

Design Goals:

The intent of the level was to create an arena with varying heights, while still punishing the player for using that elevation. The slopes in the center and sides of the arena can aid or inhibit the player's success of scoring.

After designing this 4player arena from mod kit pieces, I was then given the task of crafting this space into a forested area using assets provided by Environmental Artists.

Levels

Designed & Set-dressed

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Designed & Set-dressed

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Playtime -  1v1

(2player)

Design Goals:

This multiplayer level was on the gimmicky side. The challenge of finding something full of fun and excitement, yet challenging was the task I tackled when designing Playtime. After the initial blockout, I was able to transition this environment into a city street block just outside of a playground schoolyard.

Clockwise Free-for-All

(4player)

Design Goals:

The initial blockout of Clockwise was handled by the Lead Designer. After the whitebox design, I took on the responsibility of developing this level into a block along the city streets. I encountered my greatest challenge creating skylines using the building assets provided by Environment Artists.

Set-Dressed

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Designed

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Cabin Lake House - 1v1 

(2player)

Design Goals:

This 1v1 experience was designed with the intent of making a space that accounted for congested game-play in the center and multiple options for the player to use the side paths as environmental navigational obstacles. After Cabin Lake House's blockout was completed, the level was passed along to Artist for set dressing.

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SFX Design

Audio Mixing System: Sound Classes

Design Goals:

The task of developing the audio mixing system for Goofballs was a thought provoking and interesting experience. Because Goofballs is a top-down 3d experience, the framework of the mixing system required a Master class that took precedent over the Gameplay, Music, Ambience and UI children sound classes. Specific sounds that were attached to characters or in-game level elements were tagged to the Character Ball and Goal classes that were children to the Gameplay class. Music and Ambience were seperated into there own sound classes and did not require any additional children classes. UI consisted of all in-game menu selection screen SFX.

Playable Character Cues

Design Goals:

Creating unique and compelling sounds that are rich with personality and easily identifiable for the player(s). Collaborating closely with the Character Artist of the development was essential for nailing down the true goofy essence of the characters. One of these adorable sound cues below will play when characters are selected on the main menu or when character(s) score in-game! 

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Bow

Tie

Pearl

Red

Sunn

Set

Gameplay Mechanics Cues

Design Goals:

In addition to creating the Classes, I had the opportunity to create all the audio cues from previously recorded and edited audio files. Most audio cues were developed with pitch modulators to give in-game audio more variety and uniqueness everytime the sounds were called. Ambience cues were composed of multiple sounds to describe environments like Forests, City Streets, Gym Interiors and Farms for immersive gameplay experiences. It was very important to develop sounds the player(s) could easily identify that fit within the theme of Goofballs.

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Jump

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Ground Pound

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Dash/ Nudge

Team Projects

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