Carrier |
May 2023 - August 2023 |
I joined this project as the programming lead and got to pump out a number of features alongside one other programmer, like player controlled turrets, sea creature AI that moves and attacks without a navmesh, a player controlled plane and helicopter, converting our third person character to first person, a ladder that changes the player's movement when near, how to improve the project's performance, the UI, lots of bug fixing, and adding everybody's work into the build each milestone.
Dungeon Xpress |
May 2022 - August 2022 |
When I took PDS400, at this point I still had little programming knowledge, so I continued working on design and audio, this time leaning a lot more towards design. Dungeon Xpress is an top-down online multiplayer RTS social deduction dungeon-crawler.
I created and organized dozens of documents, like describing the appearance of the characters and their abilities in game, effects that can be applied to players or enemies, all consumables and how they function (stats, stack size), enemy and boss abilities and the appearance of each ability, layout of the main menu, sub menus like "How to Play," the shop menu where players can buy items before they begin a run, spawn sequence animations for the beginning of the match and bosses, every interaction that could possibly happen between players in and out of combat, the layout for ability UI and how it changes when you select an ability to use in combat, and one final doc and video for next semester's designers on how to handle GitHub and work with ProBuilder.
Then there are the 4 rooms I white boxed, set designed with Unity assets, or did both: The Arena, Ancestry, Garden, and Lich Boss Room.
I also created a soundtrack for the main menu and many sound effects for the characters (grunts, yells), the character's abilities (select, deselect, magic, physical), button presses, and some others like footsteps.
I created and organized dozens of documents, like describing the appearance of the characters and their abilities in game, effects that can be applied to players or enemies, all consumables and how they function (stats, stack size), enemy and boss abilities and the appearance of each ability, layout of the main menu, sub menus like "How to Play," the shop menu where players can buy items before they begin a run, spawn sequence animations for the beginning of the match and bosses, every interaction that could possibly happen between players in and out of combat, the layout for ability UI and how it changes when you select an ability to use in combat, and one final doc and video for next semester's designers on how to handle GitHub and work with ProBuilder.
Then there are the 4 rooms I white boxed, set designed with Unity assets, or did both: The Arena, Ancestry, Garden, and Lich Boss Room.
I also created a soundtrack for the main menu and many sound effects for the characters (grunts, yells), the character's abilities (select, deselect, magic, physical), button presses, and some others like footsteps.
Wolf Guardian |
January 2022 - April 2022 |
I took PDS300 pretty early on when I had only experience from design classes. Wolf Guardian is a Unity 2D fighter-metroidvania with the promise of a combo system, multiple abilities to unlock and player forms to swap between, and a story that spirals through the five stages of grief. Because I primarily had experience with music, my tasks focused almost solely on creating music and sound effects. Some of those songs you can hear in the Music tab under portfolio. I got to dabble a little bit in level design and updating the controls section of the GDD.