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Hexacution

Hexacution Page

The Four Biomes

The writers expanded on one of the main features of the game, i.e., the biomes. The main biomes go as followed: grass, lava, aquatic, and desert biome.

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Mechanically, the in-game arena is supposed to change every round in order to reflect the biome. The writers provided more information on the biomes, while I revised the writing. Each biome has a basic description, gameplay information, a tone, and a backstory.

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The following images are examples of our process:

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The Story and World Lore

The writers expanded more on the story and lore of the game, specifically, the game story and each biome's history, in a document called "Hexacution: Story and World Lore."

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The following document includes information such as the storyline, the tone, the synopsis of each biome, and many more.

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Bark Lines Related to Biomes

Every time the arena changes into a specific biome, there should also be some sort of dialogue line indicating the change. So in order to accomplish such, the writers created a total of 100 bark lines. The game announcer and the talking guns have bark lines related to barks.

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Vending Machine and the four companies

Narratively, there are four main companies that are sponsoring their products, which are based on the biomes and the alien races of those biomes. The following companies are Pasture Age, FireWorks, Tsunami Force, and Viper. I made the logos for each of the aforementioned companies.

Pasture Age.png

In-game, there is a vending machine, which serves as the upgrade system. The vending machine has four main categories (the names of these categories being the aforementioned companies.

 

Each category represents a specific playstyle the player can take: the Pasture Age Category focuses on Health/ Survivability, the FireWorks Category focuses on Strength/Defense, the Tsunami Force Category focuses on Versatility, and the Viper Category focuses on Movement/Weapon Speed.

 

I made the following UI for the vending machine system.

PastureAge_UpgradeUI.png
FireWorks_UpgradeUI.png
TsunamiForce_UpgradeUI.png
Viper_UpgradeUI.png

Each category is accompanied by a subcategory, which is essentially the game's main stats and mechanics: Player Upgrades (pertaining to Health, Movement, etc.), Gun Upgrades, Melee Upgrades, and Grenade Upgrades. I made the icon for the Player Upgrade, while also providing a direction on how to utilize the other icons.

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Level Design

The writers created a total of 50+ levels within Unreal Engine and even set up enemy spawn points in each level. Here are some screenshots showing such:

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