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In some beautiful mountains somewhere, a group of goats live peacefully with one another, sharing the luscious grassy hillsides and all the food and comfort it brings… Nah, just kidding. Super Bash Goats is the real goaty deal, and there can only be one king of the mountain that gets to graze the green grass! In Super Bash Goats, you and up to three friends can play together in a fast-paced local multiplayer brawler with one single special mechanic – bashing!

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Platform: PC
Genre: Local Multiplayer/Brawler
Engine: Unreal Engine 4
Team: Four 3D artists – Four Designers
Development Time: 2 weeks

Super Bash Goats was made as our first game project at Futuregames, which spanned only two weeks and required 3D sidescroller or 3D game in a side viewed perspective, a full level, and a pause menu from where the player could exit the game. With the requirements in mind, me and my team decided to get the most replayability and enjoyment out of just one level, and came up with Super Bash Goats – a local multiplayer brawler which takes heavy inspirations from games like Towerfall and Super Smash Bros.

To the right, you can see early footage of the game after the first 2 weeks of development during the project.


My roles during the first 2 weeks were

  • Lead Designer
  • Level Designer
  • Prototype Scripter

and as we continued on with the final polishing, I moved over to focus more on lead design and level design.


  • Provide and relay relevant and sufficient information about the design to the team.
  • Guide the team design-wise and make sure we followed and supported our core mechanics.
  • Design and create the level – both in-game and menu.
  • Script smaller functions for the prototype.
  • Support the team in any way that I could.


The design principles that we held as our most important game pillars were all there to strengthen the core mechanic of our game – bashing. We didn’t want to add in anything else or try to actually make the new Smash Bros, we wanted a game that felt super good to play, with simplistic controls and fast-paced, nerve wrecking gameplay to bring out the best – and worst – in our players and their friends.


  • Tight controls  The game focuses solely on just one mechanic – bashing – and if the controls and the feedback from them didn’t feel just right, that bashing would lose so much of its impact.
  • Keep it simple – We wanted our players to be able to just pick up a controller and jump in. We therefore decided to just use three input methods in game – Left Stick to move and aim, A to jump and X to bash!
  • Adrenaline-fueling fun – We wanted our game to be fast-paced, competitive, and most importantly – a whole lot of fun. To amp up those feelings, we put extra thought and care into the design of the bash, and the visual and auditory feedback that this gave.
  • Bloody cute – One thing we quickly noted is that our players loved the contrast between the cutesy, stylistic world, and the bloody gore that follows a battle. So we decided to spend some extra time to get even more satisfying blood and chunks into the battles, and balance that out with a vibrant and colourful world!


I was tasked with creating the gameplay layout of the level, and I focused a lot on creating balance and synchronicity whilst still creating some asymmetry and defining areas in the level. I decided to give extra thought into the balance of hazards placed in the level, and symmetry in height differences and platforms. During the process, I began with drawing down a sketch of the level on paper, and then started to whitebox the basic gameplay areas in the editor. I then placed out our graphical assets, but gave the responsibility of the most essential parts of arting the level  to our 3D artists, who fixed the lighting, post processing and decoration of the level.


The hazard in Super Bash Goats is rocks, any area that isn’t covered in grass, can kill a player if they get bashed into it. The reason for trying to balance out the hazards in the level, was to make sure that there was no “one definite place” where most of the gameplay would occur. I achieved balance in the hazards by first of blocking out the edges of the level, then trying to synchronize and create symmetry between each side and adding in the rocky ravine in the middle.


I wanted gameplay to be able to occur on height differences. Since we have the bash mechanic, and players can double jump and bash in air, we needed some platforms that let players stay at a higher altitude. This is when I created height platforms, which we came to refer to as “height arenas”. The level is basically broken down into three “height arenas”, low, medium, and high. The low arena is very basic, it is simply the ground which is separated by the ravine. The medium arena includes the tree tops, which players can walk on and bash through, and the first height platforms on the mountain sides. This arena is bit more asymmetrical and have longer distances in between. The high arena is set up of the floating rocks, and the second height platforms on the mountain sides. This arena has the longest distances and the floating rocks slightly “floats”, i.e. moves in the air.


For the prototype, I got to jump in and do some scripting to help out our main scripters.