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DISMANTLE
Project type
Final Major Project
Date
Jan 2026 - April 2026
DISMANTLE is a First-Person Boomer Shooter set in a post-apocalyptic cyberpunk city, where AI has reached the singularity and aims to wipe out the human race.


Grappling Prototype
For the grappling mechanic, I wanted it to be the main focus for the movement, having a bit of a higher skill ceiling that could be rewarding to players that learnt to use it well.
To that end, I made a system that used two hooks, using both at the same time would slingshot the player towards the centre of the hook points, but using one at a time would allow them to conserve their momentum and swing around corners.
Later down the line, I replaced the physical markers with 2D reticules that would always be clearly visible to the player.
To that end, I made a system that used two hooks, using both at the same time would slingshot the player towards the centre of the hook points, but using one at a time would allow them to conserve their momentum and swing around corners.
Later down the line, I replaced the physical markers with 2D reticules that would always be clearly visible to the player.


Cinematic & Text System
For Dismantle, I wanted to create my own cinematic camera, it allowed me to teleport the camera to new points, smoothly lerp to the next point in a sequence and tie events to the steps of the sequence, which later allowed me to activate bosses, slide UI elements in for title cards, and activate doors and triggers to trap players in arenas.


Main Menu V1
The first pass at a Main Menu, remained the same throughout the majority of the project and was changed in the final few builds


Main Menu V2
The final version of the main menu, with more interactive elements.
Showcasing the system allowing the player to customize the colours of their UI
Showcasing the system allowing the player to customize the colours of their UI


Shotgun Model
The shotgun model in Blockbench.
The weapons models of DISMANTLE were textured in grayscale to be compatible with a planned customisation feature
The weapons models of DISMANTLE were textured in grayscale to be compatible with a planned customisation feature


Shotgun Model - In Engine
The Shotgun Model with colours applied in-engine


Momo 3D Model
The 3D model of Momo, the quest NPC seen in the hub
Her design was meant to be part of a trio, based off of the CMY primary colours, unfortunately due to time constraints I was unable to model the other two.
Her design was meant to be part of a trio, based off of the CMY primary colours, unfortunately due to time constraints I was unable to model the other two.


Momo - In Engine
Momo was rigged using Mixamos character rigging tool, but specific behaviour to get her to turn her head to face the player was imlemented with code.


Mossy 8_UG
The original concept art for the standard enemy, I made it originally as a one off piece, but as I was trying to come up with ideas for the design of the standard enemy, I realised that thematically it worked perfectly, I then took more inspiration from Nier: Automata's machine life forms and took the most identifiable feature, its head shape


8_UG
The model of 8_UG based on the concept art


Ranged Robot Concepts
A quick, 5 minute mock-up for what the ranged enemy could look like.


HUD Graybox
Early grayboxing for what the games HUD would look like.
It needed some way to show the equipped weapon, health, fuel for the grappling hook.
It needed some way to show the equipped weapon, health, fuel for the grappling hook.


Main Menu Graybox
An early design for the Main Menu, mostly unchanged in the final game, aside from the background having more visually interesting elements


Level Select Graybox
Early concepting of the Level Select UI


Leviathan Model
The second boss, Leviathan, as seen in Blockbench


Europa Model
An In-Engine screenshot of the third boss, Europa


Hub Screenshot
An In-Game Screenshot of the Hub


Level 3
An In Game screenshot of Level 3
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