
Project Role
UX Designer
Level Designer
Team Size
6 Designers
4 Programmers
4 Hard Surface Artists
1 Concept Artists
Time Frame
6 weeks
Project Introduction
Construction Catastrophe was a group project that I had the opportunity to work on during my time at Staffordshire University. This project took place during a module called Collaborative Games Development, which involved a team made up of soon-to-be graduates and second-year students. The soon-to-be graduates were designated the seniors of the project, within an industry-style hierarchy to make the game.
Map and Disaster Selection Wireframe
The UX design for the map and disaster stayed the same as it was a quick select the environment you want to build in and which disaster you want to encounter, as this was a vertical slice of the game that was intended we thought would be a much more fun experience to get all a whole idea of the final product. Ultimately, this feature would then be scrapped and replaced with a level selection which would randomly choose the disaster.



Project Reflection
Overall, I am proud of the work I contributed towards this project, as in 6 weeks we as a team were able to create a polished local co-op game with many of us second-year students who did not have any experience of working on a group project of this scale. We also managed to win an award for "Best Multiplayer Experience" which was awarded by Staffordshire University and Creative Assembly.
Join Lobby and Character Customisation Wireframe
Because we developed local-multiplayer co-op intended for 4 people sit on a couch and play together, the joining screen was required and with a ready up button that would start to count down upon everyone being ready. This menu would also allow for the player to quickly change their characters hat and vest and appearence.


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Building Phase Wireframe
Gameplay featured two different phases, and with the build phase a hotbar featuring the building blocks that each player gets to select from during their turn in the building process, they could only play 1 object per turn so the timer was intended to make them choose quickly before moving to the next person.



Disaster Phase Wireframe
During the disaster phase, the building phase layout changes to give the player 1 action slot that would allow them to collect a tool to use to be the last player standing on the building, but they would also have to use the tools to repair the building itself to survive for as long as possible.


