a fast-paced tactical freerunning FPS
Development Direction
what makes BLiNK unique
standing aside from large studios
BLiNK is a solo development project in Unreal Engine. It is my intention to create everything in this game from code to environment art to UI.
Without oversight from a team, I have freedom to quickly create something that’s creatively distinctive and let the project evolve as it comes to fruition.
player agency and progression
flexible movement and combat tools
Tactical shooters are some of the most popular competitive video games. Almost all popular tactical shooters rely on limited movement and positioning to create engaging gameplay.
BLiNK turns this on it’s head, by giving players agency on the map with unique and complex movement abilities.
gameplay customization
play your style
Abilities that stun enemies and provide unique vantage points are vital tools that can shift power dynamics.
Will you choose to use your abilities reactively or proactively? Which will you enable, which will you upgrade?
Each player will find their own unique style, unlocking and combining their preferred selection of movement and combat abilities.
engaging
easy to learn, hard to master
re-playable content
Combat in BLiNK has been laid out carefully and intentionally. Weapon proficiency is essential to survive quick tactical skirmishes.
Accuracy is calculated with movement speed, weapon sights, and recoil in consideration– making one well-aimed shot much more valuable than ‘spray and pray’.
“I’m counting bullets…
… and one of us is out”
Ammo is a limited resource, so use it wisely. Master the art of tracking enemy abilities, and when they will be off cooldown.
objective based game modes
Search and Destroy
A team of attackers is tasked with detonating two bombsites that defenders protect.
Attackers win a match when all defenders are assassinated or both bomb sites detonated.
Defenders win by taking out the team of attackers before both bomb sites explode.
Points are awarded for planting, defusing and kills. A game is won in a best of 5 matches.
Capture the Flag
Two flags, two teams. Use movement and coordination with your team to get the enemy flag back to your base. Victory is declared when one team is in possession of both flags in their base.
Maps conducive to freerunning with multiple viable routes create dynamic CTF gameplay.
Odd One Out
Players fight to possess objectives on the map. Every 30 seconds, one less objective exists. The player(s) not in possession of an objective at that time are eliminated.
What’s Next
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Currently I’m moving forward with level development, UI, AI improvements, Networking, and rewards system development in order to release a pre-alpha with a majority of intended features.
Don’t hesitate to contact me with any questions, interest, or thoughts on production of BLiNK.