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  Electric Hurricane is a 1st person free-running game.

Inspired by games like Mirror's Edge and Dying light, you play as a test subject infused with electrical energy fighting for their life to stay alive.

Similar to the plot of the film, "Crank" you need to be constantly absorbing energy to stay alive, while simultaneously using that very same energy to open pathways, interact with the world and in general to finish the level as fast as you can.

Speed is the aim of the game, in this build there is no story it is simply just some levels to get a feel for how the game would work if it was to become a full title.

Finish the levels as fast as you can and rush to the finish line before you run out of energy and time.

Role

Game Mechanics

Electric Hurricane was a 3 month project while in my final year at university, it was a complete solo project using no assets, only UE4 BSP's.

For this project I was in charge of the following:

  • Level design

  • Game design

  • Visual Scripting

  • Playtesting

  • Level Construction

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Electric Hurricane is a fast paced 1st person free-running game with a fantasy twist.

The game uses many different mechanics to keep the flow interesting and engaging, this consists of the following:

. Double jump - To increase player verticality.

. Dash - Allowing the player while either on ground or while airborne to dash forward a moderate distance.

. Wallride - Certain surfaces the player can make use of the ability wallride, allowing them to scale across the wall similar to games like Titanfall, Mirrors Edge and others.

. Overcharge - One of the main mechanics of the game, the player can spend some of their life source the energy meter to open doorways, trigger buttons and more.

. Absorb - Some neon blue stations are energy beacons, the player can drain energy from these locations re-filling their energy bar, but absorbing too much energy kills the player.

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With all these mechanics listed the final one is the energy bar itself.

The player overtime slowly loses energy every few seconds, abilities like double jump and dash spent more energy, same for opening doorways and such.

Draining energy from power stations gives the player a temporary energy boost, but the goal is to finish the level before becoming low on energy and dying.

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