Bolt & Nut, a 3D Shoot'em up

Discover Bolt & Nut: Les ferrailleurs de l'espace, my end-of-year project at E-artsup Toulouse. As project lead, I handled programming, visual effects, technical art, and integration, with contributions to game design and level design. Here you can find some important points about the project.

Structure

This is the first prototype of the game made with downloaded assets,

I was focusing on having an idea of my 3C (charcater, controler, camera) applied.

Since i was working with an other game designer, and for mush easier game test, I wanted to maintain an easy admin panel all developpement long aswell.

Admin Panel

Infinite Map

At the end of our game, we wanted to add a competitive element to the project, which is why we implemented an online leaderboard system. This allows players to compare their scores and encourages them to replay the game

Gameplay

Main Character Abilities

Shield

Ultimate

Dynamic fire rate upgrade

Informative Signs

Informative signs and feedback were a major focus for my team, as players need to understand everything happening on screen, especially in the fast-paced gameplay of a shoot-'em-up.

Low Health

XP Orbs

Level Ups

Sheild Explosion

Enemis

I created several useful tools to support the development of our game in terms of game design. The goal was to make our work easier and allow us to test a variety of different setups. This particular tool lets us simply drag and drop enemies into the desired wave while adjusting the delays between their spawns. Creating these tools is crucial for maintaining flexibility when fine-tuning our game and level design.

Chasseur

Nuées

Brise-Coque

Croiseur-tempĂȘte

Bosses

The concept behind the design of our bosses was to ensure that each module acts as a validation phase for the abilities the player has developed while facing enemies in the level. The player can choose to directly target the core of the ship, which is highly resistant, in an attempt to destroy it quickly, or take a more strategic approach by destroying the combat modules one by one to weaken the core. Our goal was to give players the freedom to choose their approach.

First Boss Prototype

First Boss

Second Boss

Third Boss

A fun and anecdotal detail to note: our third boss also uses an internal wave system, as it spawns enemies itself based on its HP thresholds.