- Role: Combat Programmer
- Platform: Windows
- Engine: Unity 2019
- Development: January 2023 - September 2023
Overview:
3D top down hack and slash/brawler where you play as a goblin/orc (gorc?) fighting endless waves of skeletons in several different arenas. Developed in 9 months as part of Fitchburg State University's Game Design Capstone program to close out my Game Design degree. Made in Unity 2019, and I was one of two developers on a team of 5. I wrote a big blog post reflecting on the game's development for more info.
Core Responsibilities:
- Player controller, including but not limited to:
- Movement, combat, attaching animations with gameplay data to certain player states in state machine a colleague developed
- A smart targeting system using a cylinder attached to the player that points in the direction of the control stick, and homes projectiles in on the nearest target in the direction the player is facing using some raycast math
- My first save and load system, keeping track of tutorial progress and general statistics (longest run, # of certain enemies killed, heads caught, etc)
- Assisting with UI systems to best portray player stats, moveset inputs, and combo count
- PC graphics configuration/settings menu to optimize the game for Steam Deck/weaker hardware
Press:
- Level up: Fitchburg State's game design program puts it near forefront of $57B industry, Worcester Business Journal
Post mortems:
Fitchburg State University Capstone Spring 2023
Boston Post Mortem (After Steam Release)
Me on the left demoing Lobber at Made in MA 2023