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Blasted Layoffs

Position

System Designer

Description

Designed and implemented core mechanics and systems of the game

Duration

Engine

2025 - On Going

Unity

Genre

FPS, Single Player, Office Comedy

Platform

PC, Console

Contributions
 

  • Worked in Unreal Engine 5 to develop the Gameplay Mode

  • Design and Implementation of the Player Movement System

    • FOV

    • Dash

    • Movement

    • Camera Movement

  • Design and Implementation of the Core Mechanic

    • Speedometer

    • Energy System

  • System Documentation

  • Bug Fixing

Blasted Layoffs is a Single Player, First Person Shooter. It features a fast-paced movement system that encourages players to move and perform actions constantly to ramp up their speed, resembling a swamped office workday. The players navigate through the stressful (surreal) office space to complete the CEO's challenge: they must make it to his office for a promotion, and failure will result in termination.

About Blasted Layoffs
 

Main Mechacic and Movement 
 

This movement system in Blasted Layoffs is designed to seamlessly integrate speed, momentum management, and resource-based decision-making into both traversal and combat. Players must master abilities such as wall running, dashing, and aerial maneuvers, all of which contribute to a dynamic movement economy where speed is both a tool and a resource. 

The game’s mechanics encourage players to maintain momentum through skillful execution, rewarding efficient navigation with increased energy regeneration and enhanced attack options. This system not only supports the game’s high-speed action but also reinforces its satirical corporate setting, where employees must constantly push forward or be left behind.

The dash ability in Blasted Layoffs is designed to enhance both immersion and fluidity in movement. A dynamic FOV shift accompanies the dash, reinforcing the sensation of speed and impact. Mechanically, the dash and wall running allows players to seamlessly glide toward their next obstacle while maintaining full control over their aim, ensuring they can engage enemies without breaking their momentum. This design choice enables players to chain movement abilities effortlessly, keeping the action fast-paced and intuitive while emphasizing the game's kinetic energy.

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the movement system blue print was made with modularity in mind, making sure that it is accessible and easy to understand for others in the team to easily access features that they need and with possible changes in design in mind. 

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