Plug n' Slay

client game team of 5

A local multiplayer game for 2-4 players. You can only shoot while plugged into a socket, and sockets have limited range and ammo.

Role Lead developer & technical designer
Team 5 people
Format Local multiplayer, 2-4 players
For A client's prototype idea

The short versionSummary

goal

Prototype to playable

Turn a client's prototype into a game that tests their idea, while keeping it strategic and also fun and chaotic.

problem

Plugs became safe havens

You can only shoot when plugged in, so players stayed near plugs. That led to spawn camping.

solution

Zones with a price

Weapons and abilities spawn away from the plugs, so getting stronger means leaving safety. A risk/reward system that stayed strategic.

Deep diveHow it plays

Local multiplayer match

Design challenge: rewarding risk

Plugs are safe havens. Only plugged-in players can shoot, so players naturally want to stay near plugs. But that leads to spawn camping.

Splitting the map in zones. Weapons and abilities spawn away from the plugs. Plugged-in players can shoot you while you grab them, which keeps it strategic.

The risk loop

Plugged in safe, can shoot
→
Leave the plug vulnerable, can't shoot
→
Grab a weapon spawns away from plugs
→
Plug back in use it safely

Every trip away from a plug is a gamble, because anyone still plugged in can shoot you.

Character selection

The person in the middle

Client, artists, developers. My diverse background put me at the centre of all three.

Translating ideas. I explained design ideas to both artists and programmers, and helped them communicate with each other.

Gloves ability showcase

Strategic, but chaotic

Client restriction. The game had to stay strategic while still being fun and chaotic. Which we achieved through playtesting & iterating.

Map layouts. Maps and modes were tuned around socket range, so the strategy lives in the level design.

My partWhat I did

01
systems

Local multiplayer

2-4 player split-screen input & session setup

02
design

Technical Designer

Designed the game's systems and mechanics & implemented them

03
gameplay

Player controller

Movement, aiming & the plug-in shoot mechanic

04
design & gameplay

Map & mode variety

Layouts tuned around socket-range strategy

05
production

Team liaison

Bridged client, artists & programmers

06
gameplay

Character selection

Implemented/designed character selection & UI

Looking backTakeaways

Safety needs a price

A safe spot only stays interesting if leaving it is rewarded. Putting pickups away from the plugs fixed spawn camping.

Constraints guide design

The client's "strategic but chaotic" brief gave clear rules for deciding which ideas to keep.

Communication is key

We struggled with moving in one direction at first, but clear communication helped us align our efforts.

GalleryScreenshots

Sniper Victory concept Rules screen Menu