Roboi

Third Person Action/Adventure

Project Duration: 3 Months

Studio Size: 8

Development Tools: Unity, Visual Studio Code, and GitHub

Development Intentions:

Personal Highlights:

Reflection:

Charge up and go! The design intentions behind Roboi were to develop a single-player experience that continuously grants players abilities, which would compound upon each other and lay a path through the game’s obstacles and final boss level.

For this project, I was responsible for developing and iterating upon the character controller up to release, three unique pickup abilities (dash, invisibility, and EMP grenade), interactable health packs, game manager, enemy, and boss state machines.

Being my first large-scale project, I was put through a crash course in game flow and management. Learning what design patterns are good and bad for particular applications, such as the use of singletons, state machines, and inheritance. Additionally, I learned how to develop and iterate through code quickly, but also take enough care to avoid spaghetti code that would inevitably come back to haunt me as we approached our alpha, and bug squashing became my main role.

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