Full Development

Cyberclash

Full Development

Cyberclash

Cyberclash emerges as a solo battle-royale game prototype, immersing players in a mesmerizing cyberpunk dystopia, crafted for PC and powered by the Unreal Engine 5.1. In this digital battleground, players are partaking in heart-pounding showdowns using guns and grenades, with the potential for up to 8 participants.  

Cyberclash focuses on solo battle royale gameplay and celebrates the lone wolf, where it’s every player for themselves. This condition ensures that every encounter is a true showcase of individual skill, cunning, and adaptability, leading to spine-tingling moments of suspense as players strive to outlast and outsmart their rivals in thrilling gunfights, tactical looting, and an ever-narrowing battlefield. 

Trailer

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Art Portfolio

Objective

We created Cyberclash to improve the overall capability of developing games. With this project, we tried to make a solo battle royale game prototype for PC within 1.5 months using Unreal Engine 5.1 

Challenge & Solution

Challenge

Develop a solo battle royale game within 1.5 months (6 weeks) with a small developer team.

 

Solution

Implement Lyra, a 3rd person shooting template from Unreal Engine, and use ready-to-use assets from Unreal Marketplace, and character animations from Mixamo. The team also uses Gaea for its procedural generated assets feature to craft the map terrain. With a small team, some crews need to do cross-role tasks to complete the prototype on time. 

Team Composition

Product Manager 

Producer 

Designer 

Programmer 

Artist

Team Composition

Workflow

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Ideation
Expanding from the core concept of the previous title, Valthirian Arc: Hero School Story 2 will present the same gameplay loop of managing the academy, training students, and sending them to tackle deadly foes and dangerous dungeons with more polished features and visuals.
Pre-Production
After gathering data from the previous title, the team found that a lot of criticism was directed at the battle system – which can still be improved. For this title, we decided to change the real-time combat system into a turn-based one that is closer in the form to its RPG roots. We also decided to add more depth to the academy management side of the gameplay through the addition of features such as the course scheduling system.
Production-Beta
The Team built the game with new battle and dungeon exploration system as well as several new supporting features on academy management side such as Course, Tuition, Research, etc.
Production-Demo
The Team built a demo to test out the new features and to see the response from fans of the franchise. The demo itself was available to play during Steam Next Fest in February 2022.
Production-Early Access
The team developed the early access build of the game that will enter Steam Early Access on March 2022.
Post-Production
The next step after the initial release would be the porting of the game onto PlayStation, Xbox, and Nintendo consoles.

Feature Highlight

Dedicated server and host-client multiplayer system 

AI bot 

3D lobby environment 

Stylized art style 

Courses

Each student will have different strengths and weaknesses, and players can decide what kind of heroes they’ll become by assigning them in courses that they’re most likely to excel in.

Political FAvors

Players need to balance the academy’s relationship with Valthiria’s numerous factions, immersing themselves into the deep history of conflict, alliances, and power struggles. Through the Political features, players will have to juggle favors along with the ensuing reactions without tipping the balance of power for one faction over the other.

Student Personality

Each student will have different personalities, with different ways to handle them. The players will then receive different outcomes based on how they treat their students.

Result

The team successfully developed the game prototype within 6 weeks with a positive response based on the internal playtest result. Over 70% of the participants had engaging and enjoyable experiences while playing the game. The team also improved its understanding of creating a multiplayer system and Lyra’s system structure. 

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