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RETRO ROCKETS

Internship - Retro Rockets

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Roles:

  • Technical Design on a 3vs1 Online Multiplayer game

  • Responsible for Interactable Objects, Combat, and button prompts

  • Designing & working out game systems

  • Implementation of new game systems and mechanics (UE4 Blueprints) 

  • Bug Fixing and improving existing systems of the game

Retro Rockets Description:

Retro Rockets is a retro-future multiplayer game where you hunt Retronauts and de-orbit space stations as Destructo! Or play as the Retronauts and work together and defend against Destructo by enabling the security systems that will make the killer robot rest in pieces.

Platform:
PC (Steam)

Engine:
Unreal Engine 4

Language:
Unreal Blueprints (C++)

Tools used:

Unreal Editor, Tortoise SVN

Duration:

5 month internship (Sep 2018 - Feb 2019)

Team size:

7

Current status:

  • Available for purchase on Steam

  • Project Completed

During my internship, my tasks included:

  • Design, creation, and implementation of interactable environment objects

    • Vending Machine​

    • Healing core

    • Team interaction objects (ended up being just the battery insertion)

    • Proximity audio objects

  • Improving the player combat, specifically Destructo's stab mechanic and corresponding Retronaut response. I added:

    • Retronaut Struggle & Escape system

      • Quick Time Events, ability to call for help ​

    • Many bug fixes and a complete rework of the Stab system 

  • Creating a flexible button prompt system for use on interactive popups and QTEs throughout the game

  • Sound design and implementation for all the systems I created

Technical Design - Environmental Interactables

Technical Design / Environmental Interactables

One of the first tasks given to me was to come up with concepts for interactable environment objects, using any of the already existing art assets.

 

Some challenges were:

  • Added mechanics should fit the game vision and work well with the already existing gameplay

  • Objects should add interesting multiplayer dynamics

  • The added mechanics should be well-balanced for all 3 player characters (Destructo, Retronaut, Securobot)

  • Scope of each object should be very small (<2 weeks dev time)

 

 My process included brainstorming with another Technical Designer, performing pitch presentations, creating design documentation, creating the interactable object mechanics in UE4 Blueprints, and implementing the objects in the level. 

The objects I eventually ended up creating were: 

  • Healing Core: An object that pops up from the ground when Destructo is near. He can stab and destroy it to "charge" (heal)

  • Magnets: Pull magnets - Destructo can fling himself towards these from a distance. Push magnets - Destructo can shoot these to launch himself or any Securobots standing near them away  

  • Vending Machine: Can be shot by Retronauts to launch a stream of cans and other items that blocks pathing and damages

  • Proximity Audio: A reusable actor component that can be added to all interactable objects to make them audible in an area

If GIF fails to initialize, please right click > reload frame or refresh the page

RetroRocketsHealingCoreGIF.gif

Image: Healing Core interactable

Level Design - Environmental Interactables

Images: Placement of interactables in the level

Technical Design - Struggle & Escape System

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Technical Design / Struggle & Escape System

With the goal of fixing a sitting duck scenario in the game, I pitched, designed, and implemented a struggle & escape system that Retronauts can use when stabbed by Destructo:

  • When stabbed, a Retronaut has time to decide whether to struggle, call for help, or do nothing

  • Any action performed uses up stamina (struggle time)

  • Succesfully escaping causes a temporary speed buff on the Retronaut and temporary stun and debuff on Destructo

    • Each escape also causes a permanent stamina debuff on the Retronaut (lower max stamina, resulting in more difficult stamina actions such as sprinting or repairing)

  • Failing an escape results in an instant death

Modifiers

  • Retronaut can only escape 2 times before the struggle option gets locked

  • Struggle sequence is more difficult if Destructo uses back stab or charge stab

  • Struggle sequence is more difficult if the Retronaut has less current stamina when stabbed

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RetroRocketsStabStruggleDestructo.gif

Image: Early prototype for Retronaut's struggle system UI

Image: Early prototype for Retronaut's QTE UI

Image: Stab and struggle system from Destructo player's perspective

Technical Design - Button Prompt System

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Technical Design / Button prompt system
I created a flexible button prompt system, which is used in a variety of places throughout the game, such as within the Quick-Time Events and the hint texts that show up for interactions and examine messages.
 
The button prompt system makes use of the Unreal data tables and a custom UMG Widget I created. It supports showing keyboard/mouse as well as xbox buttons, using automatic controller detection.

RetroRocketsButtonPromptsGIF.gif

Image: Examples of the button prompts in the game

Technical Design - Bug Fixes

Technical Design / Stab bug fixes & refactors

I solved the following major bugs in the stab system during my internship:

  • Destructo falling through the floor when stabbing in moving elevators

  • Retronaut getting stuck inside geometry when stabbed while on raised platform or object 

  • Destructo being able to keep stabbing while stunned

  • Camera of Retronaut getting stuck when Destructo is stunned right after commencing stab

  • Retronaut and Destructo both being stuck in the air when stabbing in-air or on an elevator

  • Various multiplayer network replication problems 

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Technical Design - Documentation

Game Development Portfolio © 2025 - Goran Xaverius de Ruiter, the Netherlands.

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