Reel Run
Overview
Reel Run is a 3D arcade-style beat-'em-up that puts players in the lead roles of popular movie archetypes. In this action-packed game, players face off against hordes of enemies across multiple genre-themed levels, each styled to emulate the film’s era while keeping a fun, arcade-like energy. This blend of unique visual styles, intense combat, and familiar movie tropes brings a nostalgic yet fresh experience that makes players feel like true action heroes.
Product Details
3D arcade beat-'em-up
Made in Unreal Engine 5
Worked on from August 2024 to Present
12-man team
3 Levels with varied art styles, combat spaces, and assets to accompany the film the level is based on
Creative Director
Developed design documentation for systems, mechanics, and art pipelines
Directed marketing materials and storefront pages to drive player engagement
Managed a 12-person team, ensuring alignment with the project’s creative vision
Conducted playtesting sessions and iterated on designs to improve player experience
Designed gameplay mechanics and created four maps, including whiteboxing and testing
As Creative Director, I learned to balance my role as the vision holder while navigating team dynamics and fostering collaboration. Establishing a clear chain of command for processing feedback was essential, as were town hall meetings where team members could share ideas for potential implementation. I made it a priority to be present, offering direct, over-the-shoulder feedback to keep the team aligned and motivated.
I focused on refining the gameplay feel while trusting team leads to bring their expertise to the table. Producing a comprehensive Game Design Document became the backbone of the project, ensuring clarity and consistency across all disciplines. This collaborative approach resulted in a unique and memorable experience that I will always cherish.
Level Designer
Designed 4 maps in Photoshop, focusing on clear handoffs and seamless integration with other teams.
Validated map designs through whiteboxing, ensuring optimal player flow and gameplay balance.
Implemented environmental assets, aligning with art direction and technical requirements.
Crafted lighting designs to enhance mood, visibility, and gameplay clarity.
Designed spaces with gameplay mechanics in mind, ensuring mechanics and level design worked cohesively.
Having the unique opportunity to shape the game from its initial concept, I was able to define the first combat space and establish the core tone and pacing of the experience. During pre-production, I crafted core mechanics and design ideas, which I then carried into the first level to refine and validate.
This hands-on process allowed me to hone the feel and direction of the game, ensuring a cohesive vision moving forward. I began by designing the initial combat space in 2D using Photoshop, then transitioned to whiteboxing in 3D to test and iterate on the design. This iterative approach was pivotal in validating my choices and ensuring the space aligned with the game’s vision.
Once the foundation was solidified, I handed off the first level to other designers, providing clear direction and documentation. This process became a building block for the rest of the project, setting a standard for quality and collaboration across the team.
Product Screenshots