
ANTKIND
A simulation/puzzle/strategy ant colony
Project Details:
-
​Role: Technical designer
-
Medium: Unreal Engine 5, blueprint & UMG
-
Timeframe: 8 weeks
-
Technical Design Doc: Word document link
-
Design planning: Google Slides link
Full Showcase
Fail state
Trailer

Usage of nav mesh to allow ants to travel the maze environment to reach destinations in a fashion reminiscent of actual ants.
Ant pathfinding
Player can assign orders to the ant colony, designating the breakdown of how many ants, and how many of each ant type, to send. Ants will then make the appropriate number of trips to fully collect resources according to their carry strength and the state of the resource's collection.
Complex 'ant order' system
Features 6 ant types, with varying buffs in speed or strength, to allow for player choice in how to approach the pseudo-endless nature of the game.
Ant types
A shop and placement system
Player can purchase items (such as food, buff resources, and ant hill materials) using collected gold. Complex UI with modular tooltips and grid placement included.
An appropriately in-depth but clear tutorial for the mechanics-heavy nature of the game, with feedback-enhancing animation. The start and failure menus were designed with an arcade-like aesthetic in mind.
In-depth tutorial and thematic start and failure menus
Testing feedback
Recieved very positive feedback during testing, with testers citing UI, gamefeel, and an 'addictive' sort of engagement as signigicant positives.