Killin’ Coast – a one week game

How can you make a week of work experience utterly memorable and also valuable to the company? Blue Sight welcomed Ryan, a sixth form intern, in to the team for a week – and he left with a game designed and shipped. This also gave Justin, one of our rising stars, the chance to lead on a project and manage a junior team member with limited experience.

Killin’ Coast became our second UEFN project. It’s a small Horde shooter, laying some more of the groundwork for the next major studio release after Run, Gun Repeat! – more about this soon…

They first planned the entire project through a Games Design Document (GDD), answering questions about what the game was and how it would work. We gave Ryan several tasks that would later be used to help design the final product, helping him to build foundational knowledge on how games and levels are designed and the process behind player behaviour and decisions making. Simultaneously, Justin built the game. It’s fully complete, with zombies and resource management. We used blueprints and assets that UEFN provided us to build the environments and the gameplay.

During post-production, Blue Sight gave Justin the additional task of producing a high-quality trailer to show off the game. This involved Da Vinci Resolve for video editing and Blender for the thumbnail and marketing material. This was a team effort with Aiden, Executive Producer, and Rachel, Art Lead and Assistant Producer. They worked with Justin as he iterated on the trailer and the thumbnail. This took careful planning on paper as well in blender, with Justin learning how to light the gameplay correctly.

Blue Sight Games
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