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OVERVIEW
TRAILER & SCREENSHOTS

OVERVIEW

FrostRunner is a first-person platformer “speedrunning” game, where the player is tasked with rapidly completing platforming challenges before the timer runs out. The game is set in a desolate, frozen environment seemingly abandoned by all life. Scattered throughout the icy landscape are mysterious energy crystals emanating a strange power. The player navigates 36 levels of arctic terrain using their platforming skills and a tool that allows them to tether between crystals. The constantly ticking timer encourages players to complete levels as quickly as possible and compete with others to earn their place at the top of the leaderboards.

PROJECT INFO

TEAM INFO

RESPONSIBILITIES

GAME: FrostRunner

GENRE: Action, Parkour

ENGINE: Unreal Engine 4.19.2

DEVELOPMENT TIME: 24 Weeks

PLATFORM: PC

TEAM SIZE: 13 Developers

PRODUCTION: 1 Producers

DESIGN: 6 Designers

PROGRAM: 3 Programmers

ART: 3 Artists

  • Explored, created and pitched FrostRunner’s core gameplay and mechanics from Initial Idea Milestone through Proof of Concept Gameplay Milestone to become one of 4 approved capstone games among 12 other demos

  • Designed, built and iterated 6 of 36 levels focusing on gameplay with detailed level design documentation and weekly playtest reports from Proof of Concept Gameplay Milestone to Alpha Milestone

  • Beautified 12 of 36 levels with environment assets and inspected these levels using Jira to track and fix issues 

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TRAILER and SCREENSHOTS

MY WORK

MY WORK

Prototype

Our project started in May 2018 as a three-person team. The following figure is our updated pitch slide which showed the initial idea about warp mechanic.

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The following gifs show our core gameplay in Idea Generation 2 milestone. And the screenshots are the levels I created at the same time.

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After prototyping for about one month, we passed Prototype 1 and 2 milestone and reached 3. In the P3, the LD team and I explored multiple methods of warping which showed in the following chart.

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Design and iterate levels

I designed and iterated levels from Proof of Concept Technology to Alpha milestone. The following screenshots showed the entire process of the level "Heracles" (The third level in Chapter 5). The first screenshot is the sketch map and the second is the blockout based the LDD. The third is the level updated with the collectible path. The fourth is with all aesthetic and lighting work done.

The following screenshots showed the entire process of the level "Echion" (The third level in Chapter 3). 

QA test

I playtested the game and reported bugs with Hansoft from Beta to RTM milestone. The following screenshot shows some of the bug reports submitted by me.

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©2024 by Zhi Yang. 

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