Back to all projects

Goin' Haywire: Terminal

Unreal Engine 5 · ARCADIA · Lead Technical Designer

Overview

Goin' Haywire: Terminal is a fast-paced action shooter where every second counts and every misplaced bullet is a setback. A Christmas market in Red Rock's famous Hyper Terminal has been overrun by masked gang members. Shoot your way out and clear out the bad guys.

This was the third Goin' Haywire game, built in six weeks for the Christmas update by a team of two level designers. I led the project, choosing the location and reviewing the logic, in parallel with leading a second team on So You Think You Can Fly, a drone sky race.

My Role

What I Built

Challenge

The Hyper Terminal was never built for a shoot-out. To give players a fair chance of seeing the AI shooting at them, we retrofitted the space with cover, using plant pots filled with gifts and advertising boards. The cover was placed so players could keep closing in on enemies and flow through the level.

Result

Terminal was the best piece of content in the Christmas update. With the highest player count of that seasonal update.

Lessons

Knowledge, terminology and expectations should not be expected to be shared throughout the whole company or even your own department. In this project even with having a clear brief, jumping in calls with the art team and staying that 10 extra minutes really helped us save time in the long term. When discussing where and why boundaries should be placed as well as getting into demonstration of gameplay, and exposing how cover and line of sight was required within the flow of gameplay we were able to find better solutions than initially proposed.