Bolt’N’Punch

Bolt'N'Punch is a first-person beat 'em up action game set in doom-like arenas. The game is set to release on Steam in March.

Summary

Bolt’N’Punch is our graduation project at UQAT. As a team of approximately 25 individuals, we are currently developing a short yet comprehensive experience that puts players in the shoes of Lyft, a worker in a ration factory unexpectedly caught in the midst of a robot revolt claiming their jobs are being stolen by humans. Our goal is to create a first-person pugilistic action game in a beat ’em up style set in doom-like arenas. In the end, the game is set to release on Steam in March (Date to be announced).

State of the game

The game is not out yet, and development isn’t complete. At the moment, I won’t delve deeply into the core mechanics of the game since they are not final. As we approach the March deadline, I will provide more detailed discussions about it here. However, feel free to ask me questions nonetheless. Until then, you can read the following to gain an understanding of my role in the project.

My Role

I was given responsibility for a role similar to that of a technical director. My responsibility is to ensure that every technical aspect of the development process and gameplay runs smoothly. I serve as a reference for anyone encountering challenges within the technical vision of the game. As I was part of the original idea, I have a deep understanding of the game’s gameplay.

In the project, my primary tasks involve troubleshooting for my colleagues when needed, coordinating with other teams to ensure everyone is on the same page regarding the state of the game, establishing work ethics and standards, and most importantly, being a leader within the team rather than a boss. I aim to make my team feel heard and to value their contributions.

Here are some things I brought to the project:

  • A well-organized component structure.
  • A structured Unreal Engine folder hierarchy.

Before

After

  • Code review and optimization
  • A guide of best practices for everyone to follow.

The Journey of Our Project

As a graduation project, every class member aspired to contribute their ideas to the final release. The entire class, consisting of 60 students, engaged in an intensive brainstorming battle royale. Over the course of 7 weeks, we pitched ideas and created prototypes, aiming to convince our teachers that our game concept should be realized. The concept of Bolt’N’Punch endured from start to finish because we successfully demonstrated its potential and viability. Currently, our team comprises 25 passionate students who work full-time on bringing the project to life. Simultaneously, another group of 25 students is working on a separate project called Guano.

Others role in the Project

Our teachers designed this class to simulate a working environment in the video game industry. We underwent interviews where we discussed our ambitions for the project, and based on that, departments and roles were assigned to the team. Currently, we have four departments: Management, Creative Vision, Art Direction, and Technical Direction.

In the Management department, we have one student from UQAM serving as our Human Resources representative. The Creative Vision department encompasses the Level Designers and Narrative Team, while the Art Direction department includes the Environment Team, Character Team, and VFX/Animations Team. The Technical Direction department consists of Gameplay Designers and Technical Designers who implement, prototype, and finalize game mechanics.

Despite having distinct departments, we prefer to organize our teams based on features. For instance, those working on the player character, including artists, designers, and programmers, collaborate closely. Within these teams, we ensure a diverse workforce, with individuals who possess a deep understanding of the game’s vision to lead them.

Above the teams, we have three individuals acting as directors for the previously mentioned departments. These three individuals have the best understanding of the game’s vision and the most knowledge about their team members, allowing them to effectively allocate resources.

Contact me

Main involvement

  • Technical direction
  • Project Architecture
  • Code Review
  • Combat System

Made by

Programming

  • Anthony Legros
  • Aryane Duperron
  • Clément Roger
  • Émile Paré-Allinger (Technical Director)
  • Gabriel Gauthier
  • Maxime Rioux (Lead 3C)
  • Rémi Côté (Lead AI)

Art

  • Ariane Labrie
  • Cedrick Lemaine Romulus
  • Dee-laina Blais
  • Guillaume St-Germain (Art Director)
  • Jérémie Plamondon (Lead Tech Art & Lead Environment Art)
  • Justin Daigle
  • Léa Villeneuve (Lead Character Art)
  • Nathan Flayeux
  • Nicolas Lévesque
  • Thomas Guémon

Design

  • Christian Forget (Creative Director)
  • Elodie Vasseur (Lead Level Design)
  • Esteban Gilbert (Lead Narrative Design)
  • Frédérick Bélanger
  • Gabriel Anctil
  • Justin Marques
  • Rémi Perreault

Management

  • Xavier Ménard-Beaudoin

Made with

Other projects

All projects

Take a look at all the projects I’ve done as part of my classes, contracts, or just out of personal interest.

Portfolio

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