Mobirise




WHAT THE CLUCK


What the Cluck is a 4v4 team sports game based on a heated conflict between two chicken-farming families of Cluckington.

GENRE: Team Sports Game
PLATFORM: PC / PS4 (Cross-Platform) 
ENGINE: Unreal Engine 4 
TEAM: 30 
DURATION: 6 months
TASKS: Game Mode / Level Design
DURATION: 6 months

CHICK-FULL OF HUMOR

Visit Cluckington, a small town of chicken farmers, and enlist with one of two foul-mouthed rival families fond of their cock jokes.

CHICKENBALL

Grab an chicken from a barn and carry it back to your farm. Watch out; your opponents may tackle you and steal your chicken.

CHANGING GOALS

Chickens don't like being thrown around. When the chicken you are carrying is enraged, your best bet is to toss it into the rival farm.

What the Cluck was a university project at Stuttgart Media University. While a fully-playable prototype was developed for both PC and PS4, development could not continue due to the graduation and departure of many key team members at the end of the semester it was developed in.

In What the Cluck, I was mostly responsible for mentoring and supporting other design students to create game modes and mechanics and took ownership of level design. My tasks included:

Leading the game design team, moderating design meetings, distributing design tasks and monitoring the project on JIRA, 
• Collaborating with other leads to prioritize game features according to project scope, 
Mentoring other game designers on design documentation and the use of Unreal Engine 4, 
• Overseeing the prototyping process of three different multiplayer game modes (only one of which was chosen to be developed in the end), 
• Collaborating with other designers on the game's setting, camera and user interface
• Creating five different maps, continuously iterating to find the right fit for different game modes and player count, 
• Creating the cinematic tutorial introduction for the final level map using the Unreal Engine 4's cinematic tools. 

A highlight of my level design ambition on this project is how all five level maps I designed are connected to one another, separated from each other for gameplay purposes but inhibiting the same world in the background.

LEVEL MAPS

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