

The High-Rise Showdown - Presentation Trailer

The High-Rise Showdown - Walkthrough
Pitch
The High-Rise Showdown is set in a dystopian future, built around the core mechanics of the heart "Beats Per Minute".
You lose BPM when you get shot by enemies, and you gain BPM when you hit enemies with your weapon. However, your BPM is also your ammunition!
Factsheet
Theme: Your life is your ammunition
Genre: Fast FPS
Number of players: 1
Platform: PC
Interface: Keyboard and mouse
Engine: Unity
Project type: Third year end project
Made in: 4 months
Team: 7 Game Designers and 8 Game Artists
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WHAT I DID
PROJECT CONTEXT
The High-Rise Showdown is our graduation game. I was not at the begining of the project and I joined it in the middle of pre-production. So the basic concept and intentions was already set.
In addition to my Game Design and programming tasks, I took care of Unity and versioning issues, because we were 9 of us working on the engine. I also created a playable build every week to make sure that no problems occurred and to share it with the team at the end of each sprint.
GAME DESIGN
I was able to give my vision of things throughout the production, on the tasks that were assigned to me, to say what was technically possible, or not, and so that the features respect the intentions of the project as much as possible.
• Gameplay Intentions: All of our design choices had to highlight these words:

PROGRAMMING
Firstly, Paul and I divided our tasks. So I worked on:
• Player abilities:
We wanted frenetic gameplay with fluid actions and controls. The platforming had to be as less frustrating as possible because it should just emphasize the gameplay and not represent too much difficulty.
So we set up these tricks to improve gameplay feelings:

• Camera: I mainly worked on layer setup, shaking, FOV and movement animations.

• Suicidal enemy: He is mainly used to put pressure on the player by encouraging him to play differently.

• Destructible Objects: There are 3 different types of destructible objects: Breakable, Emissive and Disappear.
This feature helps to accentuate the frenetic aspect of the game. It also allows the player to transgress the rules of this universe and thus revolt, on his own scale, against the system.

TEAM

Manon VULLIEMIN
Character Artist