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Project: Mantic0re
This was my capstone project that I helped create with 4 other game design students and 2 art students, this was my first "real" developed game. Since there was only 4 of us primarily working on this project, I took on many different roles. We would meet regularly to discuss what our goals were and what each other was working on. Everyone had to agree to having a new mechanic implemented before it was done. This was a very intense project and we had a 4 month window to make this game from start to finish so it was a very stressful experience but I learned a lot during it.
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Some other small roles that I had in this project was cleaning up the repo - organizing folders, implementing assets, creating prefabs, creating the metrics level, implementing checkpoints, and interactable buttons.
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Team Size: 6
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Platforms: Windows OS
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Engine: Unity3d version: 2019.4.21f1
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Roles:
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Game Designer​
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Level Designer
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Gameplay Programmer
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Link to code created by myself that is featured in the project
[ Featured Work ]
BREAKABLE OBJECTS
In order to have more variety and interaction with the environment, we decided to create breakable objects. This mechanic was demonstrated with breakable doors and breakable boxes/crates.
When I first implemented this mechanic, there was an issue with the pieces staying in the doorway and prevented the player from going through the doorway. To fix this I decided to make the pieces disappear after a certain amount of time.

SLOW TIME
This was a fun mechanic to work on, this was pretty much a copy of the Cybervoid Uplink mechanic that was featured in Ghostrunner. Basically, the player will walk into a highlighted area and once they collide with said area, then time slows for a X amount of time.
To help keep a fast-paced gameplay experience, each collider area had adjusted time limits in order to get the timing right. Some areas required the time to be slowed for 10 seconds and some had to be slowed for 20.
