Get Stuffed!
Niky Leaton
Unknown
- 0 Collaborators
Get Stuffed! is an Asymmetrical Multiplayer Social Horror game. Up to 16 players try to kill, deceive or escape as one of three role categories (Killer, Antagonist, or Victim). Each role has a unique way of winning. ...learn more
Project status: Published/In Market
Game Development, Graphics and Media
Intel Technologies
Intel Iris Xe
Overview / Usage
Get Stuffed! is an Asymmetrical Multiplayer Social Horror game. Up to 16 players try to kill, deceive or escape as one of three role categories (Killer, Antagonist, or Victim).
Key Features:
- Role Diversity - Victims must escape, Antagonist must complete their personal objectives and the killer must kill everyone.
- _Map Diversity _- Each map has a different theme and requirement for victims to escape.
- Death is not the end - Spectating players can interact with the world in a variety of either hindering or helping ways. No more tabbing out on death!
- Dynamic Gameplay - The ways in which roles interact, along with the social aspect of gameplay and the event system makes each match different.
- Fat Bomb humor - Get Stuffed! carries on the humor of our previous games and doesn't take itself too seriously.
- Player Hosted Servers - The best way to deal with cheating, toxicity, or co-workers is per server player moderation!
- Ease of access - As a free to play title, you're able to invite all of your friends to play with no cost of entry!
Methodology / Approach
Whenever we make a game, our primary goal is to make something that a lot of people can enjoy playing together. To that end, our developer worked hard to try to optimize Get Stuffed! as much as possible to allow players with low end machines and integrated graphics cards to play without losing what makes this horror social game fun. The built-in GPU and CPU monitoring that Unreal Engine provides allowed them to identify things that were causing framerate issues or network latency for players and quickly resolve them.
In addition to the above, our team worked primarily remote using perforce, discord, google suite and other collaboration tools to support the creation of this game. This allowed us to identify bugs and iterate quickly as well as maintain a cohesive game design that everyone could watch evolve.
Technologies Used
- Unreal Engine 4
- Modo
- Blender
- 3D Coat
- Adobe Suite
- Substance Painter/Designer
- Quixel
- Zbrush