BRENNAN JAMES SEGARRA
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Gutter Dev Log

Tiny Incremental Blocking

6/17/2024

 
  • Another 3 hours while dev streaming - though 90% of which was sabotaged by a micro-internet celebrity's appearance and subsequent multiple-hour conversing with me on a variety of game industry topics. (also dnd and being a creative receiving feedback online)
  • A small bit of continued city buildings grayboxing. 
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Concept Sketch and Blocking

6/13/2024

 
  • 3 hours roughly
  • Took some notes on the rough ideas for points of interest and / or the intent of different areas which would make up the map. Then ended up trying to do a basic sketch of the different areas and general placements of those potential PoIs. As usual, I definitely took too much time in paint making said sketch.
  • That said I think its a moderately detailed jumping off point for the proper first draft for a blocky. Also drew some lines it indicate potential options for player paths and draw out my intended elevation changes for the level foundations. As well I made a bit of progress on setting said foundations in the block out. Ideally will focus just on blocking next time and will have a first draft I can then test and iterate on from a 3D playable and not a 2D sketch.
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City Port LD

6/11/2024

 
  • 3 hours - half of which involved me talking to twitch chatters as I tried dev streaming for the first time in a while
  • Begun work on a new to ideally feature eventually as a LD portfolio piece for Gutter's first person stealth gameplay. Very introductory work laying out the rough scale and organizing the hierarchy. Made a handful of "prefab" exterior city buildings scales and examples of interiors. Made a few more variant textures for said buildings and an overhead light blueprint for said interiors. 
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Crazy amounts of work I didn't document from 6 or so months ago.

6/6/2024

 
  • Like many weeks of during this past December and January I think.
  • Enemy alert states changed based off an unreal behavior tree and tasks, hearing and sight perception of based off the players body line of sight, footstep volume levels, and distance.
  • Player sprint, crouch, footsteps, and clean transitions between each state without breaking (it kept breaking a lot because of the transitions between each other)
  • Player health and death animation. Default timed respawn. Basic player attack and stealth kill. 
  • Quest / Mission UI text for objectives and quest volume BPs that change / progress said text.
  • Baby's first level designs to test enemy AI, pathfinding, patrol routes, and getting a feel for the player's gameplay for core loop.
  • An iteration on the level design to feel more like a guarded place with multiple paths in and out. Plus a variety of alternate paths with the OWP that aren't showcased because I later changed how OWP works before recording these videos lol
  • "Dynamic LD" through OWP transitions showcases simply and the OWP respawn system that requires juice from the purple meter to ENTER the OWP and then unlock respawn points to be used later when downed. After downed, you must navigate back to a previously unlocked OWP to reenter the world. Losing purple juice the longer you're in the OWP.
  • I wouldn't be surprised if there was more, but this was all mostly made a while ago before I doubled down on learning Godot in my spare time. I'm reviving it now though so I have a gameplay template to greybox level designs as any meaningful portfolio to show to employers because I need a job now. 
  • I uploaded like 10 new videos click the playlist link to see them all. 

>>> Gutter Dev Video Playlist <<<

    Pitch

    ​UE5 First person dishonored-like stealth navigation and combat.

    Goal

    Round out basic mechanics and systems to then build a robust and polished level design to play around it.

    Timeline

    May 2025
    March 2025
    June 2024
    November 2023
    October 2023
    September 2023
    June 2023
    May 2023

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