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THE DESCENT

Isometric Action-RPG 

Final university project co-developed with John Daines 

The Descent: Video

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

Descent Itch BackgroundVer2.jpg
The Descent: About

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. 

The Descent: Video
The Descent: Video
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