
Oh Bugger!
Planned to Release June 2025
This is a first-person shooter where you equip a powerful mech suit to fight alien infestations with a massive minigun.



UE 5
24
Ongoing
About
Oh, Bugger! is a single-player first-person shooter where you take on the role of a mech pilot on a mission to reclaim a luxury hotel overrun by an alien infestation. Set in a retro-futuristic hotel, the game combines intense combat, mech upgrades, and a visually striking environment to deliver a thrilling experience.
Design Pillars:
Order To Chaos
The game is built around solving a situation, fully understanding the action and taking control of it.
Push Forward
Players need to be incentivised to drop into the horde, constantly being in the centre of the action and surrounded.
Cleansing
Players should be pushed to kill anything that moves, constantly on the heels looking for threats to eliminate.
Role and Contribution
Technical Designer
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Design and develop 4 horde wall-walking enemy types:
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Fodder
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Bombers
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Shooters
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Mages
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Rigging of all enemy models
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Procedural animation for enemies
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Sound design for enemies
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Research, prototyping, and concepting of the core gameplay
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Playtesting, Iteration and QA
Fodder
The fodder enemies compose the majority of the hordes. They are weak on their own but deadly in big numbers, so the player must be careful not to get surrounded.
They are satisfying to kill and they knock back when using abilities on them.
The fodder enemies feel different from each other through varying sizes and colors in a way that makes them organic and natural.
The fodder enemies are designed to onboard the player to their shooting and ability mechanics and promote the cleansing gameplay pillar.
Feature Breakdown
Progress Images
Bombers
Progress Images
The bomber enemies are big and fast, they explode when they are close to the player and on death. They deal damage to everything around them and leave areas of denial. Areas of denial help the player interact with the slam ability, which clears them up.
They are meant to pose a bigger threat to the player and switch the player's priority. It is important to kill them while they are still far away to avoid damage and help clear the horde.
The bomber enemy has 2 smaller variants (pink and blue) that are weaker and pose less danger, which appear earlier in the game. Pink helps onboard explosive enemy mechanics, and blue helps the player collect more shield.
Feature Breakdown
Shooters
The shooter enemy is designed for the Pipe Room. In this room, the player's objective is to capture multiple points by standing in a zone for a period of time.
The shooter enemy is meant to push the player outside of these zones by firing missiles at the player and creating areas of denial where those missiles land.
The shooter enemies are fast and elusive; they dodge players' bullets, making them difficult to eliminate from a distance. They are easiest to kill with the shotgun or abilities, encouraging the player to either close the distance or to spend shield on rockets.
Most players prefer the minigun, so this behavior gives the shotgun and the rockets more strategic purpose.
This feature is planned to be delivered for the Steam Release (5th of June).
Feature In Progress


Progress Images

Mages


Feature In Progress

Currently, you deal with all enemies similarly - shoot at them. The mage enemy is meant to mitigate this, it works as a twist in the gameplay.
The mage makes enemies around it invincible, so the player must push forward through the horde and kill the mage first.
This enemy is meant for tight space scenarios, where the player must use their abilities, such as the slam and the rockets, to push the horde away and stun them to be able to reach the mage.
This feature is planned to be delivered for the major Steam Update (26th of June).
Progress Images
Other Contributions
Rigging and Procedural Animation
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Rigged all enemy models using UE skeletal mesh tools.
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Created procedural animations for idling and walking via the control rig UE tool.
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Used physics and material animations to simulate organic enemy feel.

Enemy Sound Example
Audio Design
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Implemented 30 sfx for enemies.
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Acted as the point of contact for the soundtrack development.
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Implemented a dynamic music system via UE metasounds.
Early Prototypes
These are some of the prototypes made during the concepting phase to help find the core game loop and establish the high game concept.

Horde shooter prototypes


Movement shooter prototypes

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Turret helper cleaning prototypes
