
MY ROLE
Gameplay, UI and Level Design (Unity)
Designing core gameplay loop and progression system.
White Boxing initial level layout considering unlockable shortcuts and progression.
Populating environment with props and enemies to accommodate for the player's expected power level.
Designing and implementing the User Interface that is familiar and functional on monitors with various resolutions and aspect ratios.
Programming (C#)
Enemy AI systems
Destructible environment
Player controls
Progression system
NPC dialogue system
3D Art and Animation (Autodesk Maya, Unity)
Creating all 3D models optimal for WebGL use
UV mapping and texturing
Rigging and animating spider enemies including the boss which features 5 unique attacks as well as walking, death, and descend animations.
Visual Effects (Unity)
Enemy and player attack effects
Environmental effects
Scene lighting
Texture Art (Adobe Photoshop)
Creating and modifying textures to create albedo, normal and emission maps
Creating UI elements and screens
Sound Effects (Reaper)
Recording and performing sound effects
Editing recordings to make them fit a certain game element
Creating background music (Prologue section only)
Documentation (Microsoft Office, OBS, Premiere Pro)
Updating design documents to reflect changes and developments
Record gameplay and new features added
Edit recorded gameplay to be uploaded to YouTube and to be shared on Twitter

The Final Boss - The Abductor
From the start of development the goal was to build up the game to an exciting, challenging but fair final fight.
The result is a giant spider which I have modelled, textured and hand-animated attacks for complete with visual effects and sound effects made specifically to telegraph incoming attacks in the most intuitive way possible.
I was also responsible to write the underlying logic for the boss which meant designing a player detection system and dividing the fight into stages.
