
Level Talk through Absolut Shipshow
Absolute Shipshow
Absolute Shipshow is a chaotic couch co-op game with enviornmental combat.
I wanted to create a sandbox where players could experiment and be creative, finding their own tactics without handholding. As the Project Owner this process taught me the importance of cutting scope and focusing on what’s essential in order to align the team and bring the game to completion.
Contribution
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Level Design: Took ownership for crafting a dynamic, engaging level despite a static layout.
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Product owner: Delivered clear vision and documentation to align the team.
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Visual Scripting: Iterated and implemented environmental combat objects using Blueprint.
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Prototyped: Collaborated closely with the system designer to create a sandbox encouraging player creativity.
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Teamwork: Managed obstacles within the team to keep the project on track and deliver successfully.

THE LEVEL
CHANING THE SCENERY
The evolving scenery remains engaging and immersive, encouraging players to adapt to constantly changing situations.
The ship sinking is communicated through a timeline- and Blueprint-driven tilt and shake as a new ship spawns. This visual feedback clearly signals the transition and forces players to move forward.
To increase challenge and variation, I introduced randomly spawning weather conditions—rain, night, storms, and fog—implemented in close collaboration with the programmer. Each condition directly impacts gameplay and environmental readability.

Constant change
INTERACTABLE COMBAT DESIGN
My design focuses on maximizing gameplay value from a small but meaningful selection
The ship features combinations of interactable combat objects designed to encourage experimentation and varied strategies. Rather than adding many assets, I explored each object’s full potential. This keeps encounters engaging and ensures every element contributes meaningfully to player choice and combat flow.

Interactable Combat Objects
TECHNICAL EXECUTION
Blueprints & Systems
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Prototyped and playtested interactable combat objects using Blueprints.
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Systems were intended as placeholders but became the final implementation due to strong interconnectivity.
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Refactoring to C++ wasn’t feasible with limited programming resources.
Modular Design
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Created modular Actor Components and Event Dispatchers.
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Enabled reusable logic across multiple Blueprints for scalability.
Audio & VFX Ownership
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Took full ownership of sound design and implementation using MetaSounds.
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Implemented VFX directly in Blueprints to ensure clear visual feedback.
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Helped support chaotic gameplay and strong player agency.
Learnings
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Working with audio emphasized spatiality and movement—an area I’m excited to explore further.
Using modular Blueprint components, I implemented interactable combat objects with integrated audio and VFX, improving spatial readability and player agency in chaotic combat spaces.
MetaSound: player 2 footsteps
Falling Rack Blueprint
Cannon Blueprint
Cargo Sack Blueprint
TAKE AWAYS
Player Discovery
I aimed for players to uncover interactable objects and mechanics within the chaos, creating moments of satisfaction and mastery through self-discovery.
Manageable Scope
With limited team capacity, we made significant cuts. Learning when to reduce scope and maximize what remains was a key lesson.
Pushing Limits
I learned to focus on what drives the project forward and let go of features that don’t add real value.
Documentation
Thorough documentation saved time and kept the team aligned, making the process smoother and more structured
Leadership
This project shaped my view of leadership: setting a clear vision, supporting initiative, and stepping in when needed.
Teamwork
A shared work ethic and the will to create something meaningful are more valuable than any single skill.

























