DogPunk is a high-octane FPS where you play as a prototype dog soldier, fighting to escape confinement and uncover the mystery of your creation.
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In this 2025 build, we added new lab levels and rooms, gradually progressing to a more open and wider space, eventually outdoor level.
We also added more aerial enemies such as projectiles that slow the player and bullet hell enemies.
Eventually, we intergrated more audio into the game.
We also added a boss encounter with cinematics.
Here's a new look at the latest addition to DogPunk, with more enemies, maps, and abilities. The Trials will challenge you to a brand new feel of fast paced FPS combat.
First iteration on linear levels.
This didn't make into the final build due to cost, replayability and spacial reasons.
Click the button below to check more level prototypes!
Here is the showcase of the parkour system of DogPunk.
We designed parkour and movement abilities for our character to match the agility of being a dog solider.
Old System in 2023. New update coming soon
I designed and created DogPunk Overdrive ability of the character. Using UE5 blueprints, I set detection on the amount of damage the player has dealt to the enemies to charge the Overdrive system .
After hitting the enemies for a certain amount, the Hunter (player character) can enter into overdrive mode, rendering them immune to attacks. They are able to detect surrrounding enemies, seeing them through walls. They also gain an increased rate of fire, infinite ammo, and reduced recoil for the duration.
I devised and implemented 9 distinct enemy types utilizing Behavior Trees, Enums, and Movement Components, complemented by crafted audio and art assets to deliver diverse combat encounters across varying difficulty levels.
With modifiers, there are total 24 unique enemies.
I designed and created the weapon system. There are three unique weapons, incorporating with animation, visuals and audio.
Differents for different encounters. Burst rifle is good at destroying drones because of its high dps.
Environmental interaction to add dynamics in the levels under different theme.
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