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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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[ 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.

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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. 

Slow Time Gif.gif

This mechanic allowed the player to advanced through the level without the stress of accidentally getting chopped up by a fan. 

LEVEL DESIGN

We were solely responsible for our own levels on this game and designed then all ourselves. I was responsible for making the metrics level which was simply there to test out mechanics. I also created 2 other levels but only one of them made it into the final version. 

My level was primarily focused on platforming. It featured moving platforms that can be slowed down with the Slow Time mechanic. It also featured breakable objects such as walls and boxes. And lastly, I wanted to make one final challenge to the player which was the grapple room. This room had 3 grapple hooks moving back and forth and the player needed to time it right so that they can slow them down to make it to the other side.

Here is a final playthrough of my level that was featured in the final version of the game. It also features some commentary explaining some challenges that I needed to overcome and tasks that were completed.

CONNECT WITH ME
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