Team Project : Completed during a mobile game development course at school.

  Objective :  Create a hyper-casual mobile game in portrait format within six weeks.

  Platforms :  Available on Windows and Android.

 
My Role :
  -  Took the lead on the project for the first time.
  -  Managed communication with artists.
  -  Oversaw overall communication and game direction, ensuring group consensus.
  -  Contributed to both Game Design and programming
  -  Did the entire System Design of the game : Enemies, Procedural Generation, items, pickups.
  - Programmed everything related to the 3C and the gameplay, and implemented the UI into the engine
  
Key Takeaway:
    -   An incredibly enriching experience.
    -   The project I’m most proud of so far.
Game Design:

In Game Design, I participated with my colleague Stephen LAWSON in designing the entire game.

The core gameplay, movement mechanics, player character, enemies, and power-ups.

For the core gameplay, we decided that players would move from tile to tile on a 5x5 grid. As soon as the player swipes, they advance by one tile.

Each enemy type has its own unique pattern, and enemies movE toward the player or are positioned on the same row.
Level Design & Level Generation

I designed a system that allows the level to be infinite. The level is composed of many gameplay blocks, sized 10x5, which allows us to create a large number of blocks and then generate them procedurally during gameplay.

When the player advances, the block behind them disappears when it goes off-screen, and a new block is created ahead, outside the camera's view. This way, the blocks chain together seamlessly.

There's also a threat level system: The further the player progresses, the harder the game becomes. This way, we can create blocks of different difficulty levels and manage which blocks can appear based on the player's progression.
A gameplay block seen in engine.
A gameplay block seen in engine.
Programming:

I programmed the entire gameplay of the game: The 3Cs (Character, Camera, Controls), enemies, gameplay mechanics, defeat conditions, etc.

The game is built on Unity Mobile.

I also worked with the artists to implement 3D and 2D assets, as well as VFX. I also handled the implementation of sound design in the engine.

Regarding menus, I took care of all transition menus: Title screen, options, and transitions between menus.

Quest Design:

I also created a quest system with quests that players can complete to earn rewards. I created and implemented the in-game system, as well as the menu interface.
Team Management:

I also took the lead of the team during the project and ensured coordination between the artists and game designers.
I worked closely with the artists in certain areas (lighting and UX) for in-engine implementation.
Throughout the project, I made sure that everyone was moving in the same direction and that we would be able to meet the imposed deadlines.

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