DDOS

Team Members

The Lead Pipes

Justice Pettingill

  • Movement Designer
  • Showcase and itch creator
  • Narrative Designer

Jackson Nelms

  • Principle Weapon Artist

Zac Carpenter

  • Gunplay Designer
  • Abilities / Grenades Designer
  • Feedback / Testing

Josiah Welch

  • UI Designer (primary)
  • Level Designer
  • Ability Designer

Noah Harris

  • Gameplay, systems, UI, networking programmer
  • Technical artist (shaders and Niagara)

Isaac Fraser

  • Lead Level Designer
  • Stat system Designer

Jaedon Leech

  • Gameplay, gunplay, UI, systems programmer

Rianna Allen

  • Prop Artist

Michael Tadrosse

  • sound design

Garrett Cramer

  • Gameplay, Multiplayer, UI Programmer

Samuel Koopmans

  • Environment Artist
  • Concept Artist

Jayk Newman

  • Environment Artist
  • Concept Artist
  • UI Artist

John Oakey-Brown

  • Environmental artist
  • Particle SFX

Kenny Lo

  • Gameplay Designer
  • Gunplay Designer
  • Ability Designer

Daniel McKendry

  • Asset/Prop Artist

Isabella Malone

  • Character Artist

Description

DDOS is a multiplayer FPS shooter game that utilizes a Titanfall-inspired movement system with an emphasis on verticality ( i.e. wall running, double jumping and hovering). A recharging ‘fuel bar’ places a hard limit on how often movement abilities may be utilized, akin to Black ops 3. A power management system allows players to delegate points between their major stats (being weaponry, movement and health) to adjust their battlefield performance. For example, when encountering an aggressive enemy, a player may invest more points into their health, to be able to take more damage before dying - or speed, to quickly be able to vacate the area.

Please have steam active as that makes the multiplier work.

Gallery