Live/Wire is a unique and dynamic competitive multiplayer arena FPS with a cyberpunk edge. The game takes heavy inspiration from comic book art styles which sets it apart from the standard realistic arena FPS.
My work for the Live/Wire project was focused on creating and developing the tutorial level jungle gym, a space where players can practice the core mechanics of the game in a stress free environment and get a feel for the world and levels within Live/Wire.
Feedback Room
Designing Levels for Live/Wire was a struggle at times with assets constantly being updated and level plans being changed so we began level designing with modular pieces in mind.
Beyond the Jungle Gym are the weapon training situation rooms, where players are introduced to the games main weapon trio, the Feedback, the Supercell, and the Thunderstroke.
​
Each room is specifically tailored to teach new players the core mechanics of each weapon.
Supercell Room
Thunderstroke Room
The Feedback has an alternate fire which is an energy shield that absorbs any incoming damage and puts it into the next shot.
​
The Supercell can fire a slow moving high damage projectile that explodes in a large radius on contact with objects, as well as an alternate fire, where charging the weapon increases the projectile speed.
​
The Thunderstroke is a high power slow firing sniper that can be charged to 1-shot any enemies.