{ LENA DIAS }

Games/Software Engineer

Slapsticklers


A multiplayer 3D platformer where up to four robots fight their coworkers to maintain possession of a battery the longest!
The title screen for “Slapsticklers,” which details controls, has Start and Quit buttons, and lists the game's creators. A city construction site can be seen in the background. Gameplay of Slapsticklers. In the center is a battery gauge that is halfway empty. In splitscreen, four robots run across a construction site. Three players chase the top-left player across a construction site. A similar view as the first image, but Player 1 is attacking Player 2, who drops the battery. “The battery was dropped!” is displayed across the top of the screen. A similar view to the previous images, but Player 1 has grabbed the battery again. The results screen, which is a set of constructed skyscrapers in a fenced-in construction site. The screen says “Player 1 wins with 43.5387 J!” and also displayed the other players's scores. The game logo, “Slapsticklers.” It is in a wavy font and a cartoon black-and-white man shouts it.

About:

Slapsticklers is a competitive, multiplayer 3D platforming game, made in Unreal Engine, that allows up to four players to battle to hold on to a battery the longest! The longer you hold on to the battery, the more charge you'll store and the bigger a building you'll build! Who will be the best construction robot?

Development details:

Roles: Programmer, Designer, Producer
Languages: C++
Tools: Unreal Engine 4, GitHub, Trello (for Agile)
Team size: 6
Development time: ~7 weeks
Developed: 2022

My role:

Programmer

Designer

Producer

Lessons learned:

Have realistic scope, and anticipate having to scope back.

At the beginning of this project, we recognized that some things might be harder than we anticipated. Instead of backing ourselves into a corner with too many requirements for a minimum viable product, we focused first on a simple set of mechanics that could be expanded if we had time.

Have concrete goals solified early.

On top of being a programmer and designer, I ended up sliding into a producer role to keep the project on track — one of my proudest moments of that was having the entire team on board with a vision we could passionately brainstorm about. Deciding early on the chaotic, goofy slapstick construction site that was the game's central metaphor allowed our team to make every part of the game feel cohesively tied to that idea.

Look for opportunities to do a lot with a little.

For a small team project on a short time frame, doing a lot with a little was a must. In our mechanical design, we searched for a few unique mechanics that would overlap to create depth in player decision-making. In our map design, we opted for a setting that allowed for reuse and arbitrary placement of assets.