"...‘Knockout League’ is by far the most fun you’ll have getting punched in the face." - Road to VR
Welcome to the Knockout League, an arcade style boxing game built from the ground up for VR. Its intuitive gameplay involves moving and dodging with your body and 1:1 punch movement that lets you attack how you want. Fight a crazy cast of characters to become the champion of the Knockout League!
Knockout league is the first full game I worked on during my time as an associate game designer at Grab Games.
My primary responsibilities included:
- Designing, prototyping and testing a completely new tutorial for the final version of the game
- Coordinating with the design, engineering, art and production departments to polish the tutorial prototype into a final product
- Using UE4's built-in LOD tools to optimize the in-game trophy room
- Pitching & prototyping ideas and mechanics for new characters, as well as new attack animations for characters already in development using Maya
- Helping revise previously released characters to incorporate new systems added post-early access (example: helping add FaceFX to previously released characters)
- Attending sprint planning/retrospective meetings
Knockout League is currently available for SteamVR, Oculus and Playstation VR. During it's development I utilized industry standard development tools such as:
- Unreal Engine 4
- Tortoise SVN Version Control
- Jira Project Management Software
- Maya 2016/17
- The design process for Knockout League's tutorial was an incredibly iterative process: we initially started with asking the player to move their head into 3D volumes in order to learn the dodge positions. We ended with a 2D arrow that pointed the player toward the correct direction and a reticle that changed once the player's head was in the correct position, as this provided the player constant feedback about their head position and what they were supposed to be doing.
- Working on the tutorial gave me lots of experience with animation blueprints, including implementing animations, setting up state machines and transitions, and setting up references to other variables and blueprints. All these would be crucial to working on other characters and projects at Grab later on.
- My one regret about Knockout League would be not being more involved in the design/pre-production process early on, as I would have liked to see how the ideas and mechanics came about. However, this wasn't possible as I joined the company half-way through development.
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(Please note: header image from onecanvas.net member RavenArtworks)