William Carson
Game Designer
Project V
Project V is a sci-fi FPS where players control a protagonist equipped with an experimental spinal implant, granting enhanced physical abilities like wall running and sliding. Set in a high-security artic laboratory under attack, players must use these movement mechanics to fight off enemies and uncover the facility's dark secrets, all while managing the protagonist’s psychological stability through an AI module.
Platform | PC
Playtime | 5-10 Minutes
Engine | Unreal Engine 5
Duration |Oct - Dec 2024
Playtime | 5-10 Minutes
Roles | Game Designer, Level Designer
Download: https://teamrubyfs.itch.io/project-v
Game Mechanics Development:
-
Designed and implemented fluid movement mechanics inspired by DOOM and Titanfall 2, including wall running, and sliding.
-
Developed and polished a slide mechanic with slide canceling and momentum retention, enhancing combat mobility and player expression.
-
Integrated traversal mechanics into the level, creating opportunities for verticality, exploration, and dynamic combat scenarios.
​​
My Section Before
My Section After
Level Design:
-
Level 1 – Entry Corridor: Designed the introductory section of the game, focusing on teaching players core movement mechanics while immersing them in the game’s story and environment.
-
Balanced combat encounters create a natural learning curve for mechanics like wall running, dashing, and sliding.
-
Designed engaging traversal sequences involving hazardous environments, such as navigating toxic alien waste spill areas using advanced movement mechanics.
-
Balanced enemy placement and level pacing to maintain player engagement and challenge across exploration, combat, and puzzle-solving encounters.
-
Level 2 – Generator Room: Redesigned this key room to improve player flow, readability, and strategic use of movement mechanics.
-
Enhanced verticality and added traversal opportunities, such as wall-running paths and grappling points, to encourage players to explore multiple approaches during combat.
-
Boss Arena Redesign: Reimagined the final arena to optimize movement mechanics like wall running and sliding.
Introduced modular walls, platforms, and cover points that supported high-speed combat and rewarded creative use of traversal skills.​




​Environmental Storytelling:
​​
-
Worked on prop placement, using placeholders for layout prototyping and replacing them with polished assets to enhance visual clarity and immersion.
-
Incorporated environmental storytelling to establish the narrative tone and stakes early in the game.
-
Crafted environments that reinforced the game’s narrative, such as damaged corridors, alien containment breaches, and abandoned labs, ensuring visual cohesion with the game’s arctic laboratory theme.
-
Designed areas that subtly revealed the backstory of Vault Zero and experimental projects like Entity X and Project V through environmental details and scripted events.
​​




Additional Contributions:
-
Conducted playtesting sessions to ensure mechanics felt responsive and engaging, adjusting parameters for speed, timing, and collision to enhance player feedback.
-
I reworked the menus to improve their visual design, ensuring a more polished and cohesive user interface that complemented the overall aesthetic of the project.
-
I worked on refining the sound menu, ensuring settings saved properly, and adjusted sound effects to achieve a balanced and immersive audio experience for players.
-
Collaborated with team members to integrate individual level sections into a cohesive game flow while ensuring consistent quality and adherence to design pillars.​
Wrap Up
Project V allowed me to refine my skills in integrating movement mechanics into level design and gameplay. I redesigned key areas like the Generator Room and Boss Arena to highlight these mechanics, ensuring a seamless player experience. This project helped me strengthen my abilities in both technical implementation and environmental storytelling, creating engaging, action-driven levels.