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Turbo Light Rush - Run & Gun

  • Photo du rédacteur: Fabien Naimon
    Fabien Naimon
  • 21 déc. 2021
  • 3 min de lecture

Dernière mise à jour : 21 août 2023

Created from scratch with Unreal Engine 4, this project was just a student project at first. And then, the more we worked on it, the more we loved it ...



 
 

For this game, I've made the Game and Level Design, and also programming inside the engine, with Blueprint. As a last personnal technical challenge, I wanted to release the game on Steam. I had to rework some part of the programming, and I have coded the "next phase" of the game, with some polish and new features.


"A Run and Gun on Android and Steam created on Unreal Engine ? What could possibly go wrong ?!"

This student project began like any other student projects. Our teachers said to us that we needed to come up with an idea, a Game Design concept presentation. I so did a PowerPoint document, presenting all the concepts of the game i wanted to create, based on three specific points :

  • Fun

  • Synthwave

  • Speed

With those three, I already had an idea of what the game could be. I've done a huge work of searching references at first, searching for what made a run and gun game, a good game. I eventually came across some games like Sonic Runners Adventures, Super Mario Run, Geometry Dash, Jetpack Joyride, and many more.


Then, creating the prototype, and learn programming with Blueprint by myself. We had no programmer in our team so, someone had to do the job ! And I love challenges, especially when it means learning new things (did you know that you can solve a "gradle error" when compiling a project for Android just by simply deleting one folder in the UE project ? No ? Me neither).

 
 

Creating the project

We were three student to create the entire game :

  • Fabien NAIMON - Game/Level/Sound Design, programming, project management, packaging on Android, workflow, and all the technical and management aspect of the project.

  • Cyril ANGHELIDI - Level Design/Rigging, Q&A Test.

  • Alex Lopez - 2D/3D/VFX Artist.


 
My Work on Turbo Light Rush

Game Design


Creating pre-production documents (GDD, Foundation Doc, asset list ...). There is a spacial feature avaiable in the game, Flurby's. Find them all, an maybe something will happen during the boss fight in the last level ... Maybe !


Level Design


Elaborate level design of 13 differents levels inside the game.

  1. Campaign Mode / 4 Levels by World

  • World 1 : Easy and accessible mode. With the Tutorial, this world introduce main mechanics and first challenges. Dash and Jump, Fire and Jump, Fire and Dash.

  • World 2 : Same things, like World 1, but harder. Always stay in Flow Channel, to avoid frustration, and to encourage progression through rewards.

    • Note : Inside this world, there a special level, named "Glitched". This level is unique because it contains all the previous mechanics, but with a twist : All the LD bricks are a little glitched (or buged). This relate to the lore of the game. The impact of the player who run through the world.

  • World 3 : The difficulty increase drasticly in this world. This is the last world, where the main vilain reside, and the last level is the "Boss Level". Each Core Reactor (a level design brick placed at the end of each level) inflict some damages to the Boss during the run. 3 Cores later, the level is finished, and the vilain is dead. The player can access the end of the campaign mode, with credits and a bonus sound track.


Sound Design

All the songs and noises you can hear in Turbo Light Rush have been created in FL Studio. At the end of this post you can find a link to listen the entire OST. For the Steam release, a special one has been created to replace the song of Level 7.

 

Some features were abandonned during the project, we had to make choices. But the main spirit of the game is still here !


Six month (and a bucket full of our sweat and tears) later, the game was released on Google Playstore. At first, it was the "demo" version of the game. The Boss Fight sequence was not yet integrated, and I had to call for help another programmer to help me achieve the procedural level design of the last level.

We are really proud of our game, and even if it's still kind of buged on some devices, the main thing is :

We made an entire game from scratch.


Thank you to all the people who helped us creating, and debugging the game (you can see them all in the Credit !)


Today, I've imagined another type of game, with the same character, and the same spirit, but in 3D, and let's say more ... Ambitious.


Game Design Document is avaiable (entirely in French) right here.



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