Spotlight



Skalv

Genre:  3D First Person Shooter  

Finished: April 2018

You are Captain Michaels, an elite soldier during the first World War, and you have been teleported to an alternate dimension in hell. You have to fight your way through several demon infested arenas and defeat the great evil that brought you to this place.

Project details:
  • 10 weeks halftime
  • Created in our own engine
  • Written in C++
  • Scripts written in LUA
  • Levels created in Unity
  • 5 programmers
  • 2 level designers
  • 3 artists
  • 2 technical artists
Contributions
  • Enemies and AI
    • Prototyped and implemented the early stages of the charger demon and the imp. I iterated on both in later stages of the project
  • Health packs
    • Created the health packs, their functions, respawning, and animated movement
  • Weapons
    • Programmed and implemented the shotgun and rocketlauncher prototypes as well as projectiles in the game
  • Player health and death
    • Programmed and implemented the cutscenes
  • Enemy spawners, triggers and battle areas
    • Programmed and implemented activation of enemy spawners, battle areas where enemies are spawned and triggers to start spacific battles
  • GUI
    • Programmed and implemented crosshair, health, weapon and ammo display. The GUI chows the crosshair, how much health the player has and current ammo amount in both numerical display and as cartridges
  • Scripted level 3 gameplay
    • Programmed and implemented all battle areas in level 3, including the last boss battle and how the level is completed. The level was designed by our level designers and I scripted the gameplay from beginning to end


Ulv

Genre: 3D 3rd-person Hack-n-Slash

Finished: February 2018

You are Ulv, a viking with magic powers, who is on a personal quest to find the well of Mimer, a source of infinite knowledge. You arrive at your destination but find out a catholic church has been built on it. You must fight your way down through the many lower levels to reach the well.

Project details:

  • 10 weeks halftime
  • Created in our own engine
  • Written in C++
  • Scripts written in LUA
  • Levels created in Unity
  • 5 programmers
  • 2 level designers
  • 3 artists
  • 2 technical artists 

Contributions:

  • Main menu
    • Programmed and implemented button functions and menu navigation
  • Runic power mechanics
    • Programmed and implemented collecting runic power, power up feature and critical damage ability
  • Intro and outro cutscenes
    • Programmed and implemented both intro and outro cutscenes
  • Enemy AI - steering behaviour
    • Was partially responsible with programming and implementing the enemy seeking and disengaging chase behaviour


Cloud Racer

Genre: 3D First Person Racing

Finished: November 2017

You are a cloud racer and a corrupt loan shark has taken your friend as hostage until you pay him back. You have to win the Cloud Cup and save your friend.

Project details:

  • 10 weeks halftime
  • Created in our own engine
  • Written in C++
  • Levels created in Unity
  • 5 programmers
  • 2 level designers
  • 3 artists
  • 2 technical artists

Contributions:

  • Racing gameplay
    • Created a race timer that keeps track of how long the player has been racing in total. Implemented the UI representation of the timer on the dashboard  
    • Created a lap counter and how many laps are left for the player to finish.  Implemented the UI representation of the lap counter on the car dashboard.
    • Created the countdown timer before the race starts. The player cannot move in any direction until the counter reaches zero. I implemented the UI representation of how to display the countdown on screen.
    • Created the checkpoint rings the player has to pass through. Every time the player passes through one of the rings the ring's position becomes the player's new spawn position if he/she crashes. Implemented penalty for missing rings. 
  • Boost mechanic gameplay
    • Partially responsible for implementing how the boost feature works and UI repesentation on the dashboard
  • Controls
    • Was partially responsible for programming and implementing player controls
  • Menu
    • Programmed and implemented menu buttons and their functions
  • Cutscenes
    • Programmed and implemented the cutscenes shown before each race