Type : Versus teamplay with asymmetrical gameplay
Number of players : 10 (4+1 vs 4+1)
Platform : PC
Engine : Unreal Engine 4
Role : Lead game designer ; Level Designer ; Writer ; VFX artist (On drone abilities)
2015 – 2016
Fallen Steel is a versus game in which two teams of 5 mercenaries are hired by rival corporations to steal the technology of an unknown spaceship crashed into a big city. These teams are composed by 4 Commandos, with TPS gameplay, and an operator, with a tactical top view and a combat drone.
These two teams have to fight in order to capture alien relays over the map and hack the ship’s signal to enter it. The first team to get the code release an alien beacon, carried by the operator’s drone, and must dropped it into an emitter to open the ship.
The first team to open the spaceship wins the game.
Our main intention with Fallen steel was to push cooperation inside the team. We wanted our players to communicate and coordinate their actions as much as possible. In that way we decided to drastically separate one player from the others.
Indeed, the operator is the major USP of the game. When the commandos have a classical TPS gameplay with huge firepower, the operator is both the support operative and the leader of the team. He controls a tactical drone with a top view and uses this view and his abilities to support, scout and give intel to his team. The drone have combat abilities, like a flamethrower, tactical abilites like invisility and control abilities like an EMP stun to deny his counterpart.
To control the 3 points on the map, the operator have to interact with this point by standing over it, obtaining a code he has to give to the commandos on the ground who can then enter it in the relay and capture the point. Each code has a 30 seconds validity, so the operator can continue his recon while his team progesses and give the code when they arrive.
This game was my last year project at Supinfogame. We were 7 students to work on it.
Little story behind the project
Initially Fallen Steel was a 4 players cooperative game in which 3 commandos, with a TPS gameplay, had to infiltrate a city. The 4th player supported them with drones, a tactical top view, RTS controls and specific support abilities.
The context was a little diferent too : the characters were hired by a corporation to steal alien technologies and fight against governement forces. This mercenary team had to make its way through a city under military quarantine after the crash of an unknown spaceship. The game was about humanity lies and prejudices. We wanted to tease the players about this ship and their mission. We wanted to create a situation in which any of these extreme solutions (steal or destroy the tech) was good, and build a debate within the players about it.
During the production, we encountered heavy issues and difficulties with AI and network. Our team had to make a choice less than four months before the release : to continue this way, trying to fix this issues without enough vision and no guarantee of success, or to change a part of our concept by dropping AIs to make something different but surely fun.
We have chosen the second one because we wanted to make something fun for our players.
Concept arts by Hadrien Channac (Lead Game Artist).