top of page

SUPERCHARGED

The ultimate fusion of fast shooting, interesting puzzles, and smooth Parkour movement.

  • Instagram
  • LinkedIn
  • RSS
Title Screen.png

ABOUT GAME

Supercharged is an exhilarating action-adventure platform video game that transports players into a game world that dwarfs them in size and also challenges players to navigate a game world much larger than themselves. Players use a special gun to create platforms and freeze their enemy, strategically solving environmental puzzles and obstacles. The game’s unique wall gun mechanic encourages players to think creatively with limited ammo while exploring the vast world. The ultimate goal is to find a way back to reality, while discovering secrets and overcoming challenges. Supercharged provides a thrilling and innovative platformer experience that will keep players engaged for hours.

Development Time // August 2022 - Present //

Project Details

Upcoming Steam release from a team of students. Join the adventure of parkour and freedom of creating platform to get back to your own world.​

  • Team Size - 6 (Alpha Stage) | 4 (Post Alpha Stage)

  • Engine Used - Unreal engine 5.0.3

  • Genre - Fps | Action | Adventure | Puzzle

  • Platform - Windows

  • Tool Used - Ue5 | Blender | Adobe Substance Painter| Cascadeur | Git Hub | Figma | Discord| After Effects | Google Docs | Google Sheets | Adobe Photoshop

Final Linkedin Banner.png

igdc showcase

I had the wonderful opportunity to showcase my game at IGDC in my own indie kiosk for three whole days. Each day was packed with numerous indie developers and big shots from the Indian game development industry. We not only got to meet them but also received valuable feedback.

GamePlay Shots

NewGun.jpg

my role

As Team lead, I played multiple roles in the Supercharged indie game project.

Crafted core code architecture in Unreal Engine.

Optimized code for enhanced game performance.

Developed modular systems: save, objective, parkour, dialogue, ammo, enemy and weapon system to balance out the game.

Authored comprehensive game and level design documents.

Ensured aesthetic appeal and optimal lighting throughout the game.

Managed timelines, tasks, and team coordination.

Re-textured 3D assets in Substance Painter for high-quality visuals and optimization.

Made interesting levels to make the gameplay interesting and levels which supports the mechanics of the game.

  • Discord
  • Instagram
  • X
  • Website
EnemyShowcaseHD.png

lead developer

Sprint.gif
  • Spearheaded the development of the foundational code structure, shaping the entire game's framework.

  • Crafted a seamless W.A.S.D movement system, accompanied by a distinctive Mario-style jump.

  • Devised an innovative jumping system where upon pressing the jump button, the player is propelled along the z-axis.

  • Implemented dynamic gravity adjustments: increased at the apex to create a controlled descent, ensuring a grounded and less floaty feel during the fall.

  • Elevated player spawn experience with meticulously designed cinematic camera fades.

  • Introduced an immersive sprint feature, allowing players to cover larger distances efficiently.

  • Enhanced player feedback by incorporating dynamic wind lines and Field of View (FOV) adjustments during sprinting.

  • Engineered a versatile system enabling players to pick up various in-game objects and interact with diverse objectives.

  • Developed an intuitive tutorial system seamlessly integrated with the interaction mechanics.

  • Ensured a smooth learning curve for players by providing contextual tutorials for newly introduced game mechanics.

  • Implemented a user-friendly pause menu, offering multiple functionalities for enhanced player control.

  • Included options to resume the game, restart from the last checkpoint, or change various in-game settings.

  • Developed a comprehensive settings menu allowing players to customize mouse sensitivity, graphics, FOV, and audio preferences.

  • Enhanced user experience with UI animations, providing positive feedback when interacting with menu options.

Gun Pickup + Tutorial System.gif
Settings Menu.gif
image.png
  • Implemented interfaces to streamline referencing, contributing to a more efficient and maintainable codebase.

  • Leveraged a sophisticated level editor to dynamically load specific level chunks, significantly optimizing overall game performance.

System Designer

Wall Run.gif
Wall Climb System.gif
  • Advanced Parkour System:

    • Engineered an advanced parkour system, empowering players with dynamic movement options.

    • Introduced wall-running mechanics, allowing players to traverse vertical surfaces seamlessly.

    • Unlocked the wall climb ability as a progressive element, enhancing the player's parkour repertoire.

    • Implemented mantle and ledge grab functionalities, enabling smooth navigation within the environment.

    • Experimented with a slide mechanic, though later opted for removal due to its impact on overall gameplay cohesion.

  • Weapon System Design:

    • Implemented a unique weapon system emphasizing strategic use over lethal force.

    • Dynamic crosshair mechanics; spread correlates with player speed, adding an element of skill to platform creation.

    • Introduced two distinct abilities for the weapon: platform creation and a freeze ray to immobilize enemies temporarily.

    • Player progression unlocks the ability to toggle between shooting platforms and the freeze ray.

    • Notable feedback mechanisms include FOV changes, accompanied by well-timed gun-shooting animations and ability change animations.

    • Incorporated ammo pickups strategically placed throughout the game, encouraging exploration and resource management.

    • Leveraged chain wall runs to reward players with increased ammo, balancing gameplay dynamics effectively.

Platform Create System.gif
EnemyFreeze.gif
AmmoPickup System gif.gif
Marker System.gif
Death + Loading + Save System.gif
  • Objective and Save System Implementation:

    • Designed an advanced save system to preserve crucial player data, including location and progress, at specific checkpoints.

    • Seamless respawn functionality enables players to restart from the last saved location, maintaining a continuous and immersive experience.

    • Implemented objective markers to guide players, enhancing navigation and providing clarity on the current mission.

    • Dynamic top-left objectives keep players informed about their next mission, adapting based on player interactions and trigger points.

    • Interactable objects and specific trigger points drive objective changes, ensuring a responsive and engaging mission progression.

Game Designer

Crafted various design documents to communicate critical decisions taken by me and game concepts to team members effectively.

  •  

Developed a Level Design Document outlining the structure and objectives of the demo level showcased at IGDC. 

  •  

Created a comprehensive Game Design Document providing a summary of key elements and gameplay mechanics. 

  •  

Made a Capsule Ideation document for Steam Page headers and all the other capsules to make things clear for the artist.  

  •  

Designed an Environment Design / Cues Document with mohsin and rahul to detail the visual and thematic aspects of the game world. 

  •  

Created a Trailer Narrative Document to guide the storytelling and presentation of the game's trailer. 

  •  

Compiled feedback documents from IGDC showcases and playtest sessions to address and integrate player suggestions. 

  •  

Collaborated with team member to create VFX implementation/ SFX doc and marketing documents, including requirements and strategies. 

  •  

Developed a Steam Briefing document outlining the structure and content of the Steam store page.

  •  

Established a Twitter timeline to plan and schedule promotional posts,ensuring consistent and engaging social media presence.

Game Design Document

image.png

Demo Level Design Doc.

image.png

Gameplay Design

image.png

Environment Cues Document

image.png

Environment Design Document

image.png

Capsule Ideation

CapsuleIdeation.png

VFX Required

image.png

SFX Required

image.png

IGDC Feedback Doc

image.png

Look Dev Artist

Enhanced lighting to improve visibility and optimize performance, ensuring smooth gameplay even on low-end PCs.


  • Implemented a custom toon shader to achieve a stylized visual aesthetic, enhancing the overall look and feel of the game. 


  • Utilized post-process volume to apply the toon shader consistently across the game environment, maintaining visual coherence. 


  • Applied final texture maps to all 3D models, refining the details and appearance of objects throughout the demo level.

  •  

  Transformed the visual presentation of the demo level, giving it a refreshed and polished look to captivate players.

Project Manager

Spearheaded the entire project lifecycle from inception to completion, ensuring all tasks were executed promptly and efficiently.


  • Managed game asset deadlines meticulously, coordinating with team members to deliver high-quality assets on schedule. 


  • Oversaw budget allocations for booth expenses during the IGDC showcase, meticulously planning and allocating resources to ensure a seamless and error-free event. 


  • Developed comprehensive timelines to keep all team members informed of deadlines, facilitating smooth collaboration and task completion. 

  •  

Created various documents and resources to support team members, providing clear guidance and ensuring alignment with project goals.

image.png
image.png

tEXTURE aRTIST

Utilized Substance Painter to texture all 3D assets in the game, ensuring consistent quality and visual appeal across the entire level.

  • ​

Employed Blender 3D software to unwrap and prepare models for texturing, optimizing texel density to maintain high-quality texture details. 

  • ​

  Ensured efficient resource utilization by maintaining 98% of textures at 1k size, with a select few reaching a maximum of 4k texture resolution for enhanced visual fidelity.

Enemy Cinematic

Enemy Cinematic

Let's Connect

  • Instagram
  • LinkedIn
  • RSS

Aadi Jain - Portfolio 

  • Instagram
  • LinkedIn
  • E-Mail
bottom of page