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#unity #2d #gamdes
DUAT
2D Side-Scrolling Runner Game
A recently deceased Pharaoh sent to the underworld. Her descent into Duat is seen as an anomaly, luring the attention of the monstrous snake Apep who looks to devour her soul whole. If she wants a chance to make it to the afterlife, she's going to have to outrun her new threats and seek an audience with Anubis, overseer of the underworld.
Navigation
#unity #2d #gamdes
DUAT
2D Side-Scrolling Runner Game
A recently deceased Pharaoh sent to the underworld. Her descent into Duat is seen as an anomaly, luring the attention of the monstrous snake Apep who looks to devour her soul whole. If she wants a chance to make it to the afterlife, she's going to have to outrun her new threats and seek an audience with Anubis, overseer of the underworld.
Navigation
#unity #2d #gamdes
DUAT
2D Side-Scrolling Runner Game
A recently deceased Pharaoh sent to the underworld. Her descent into Duat is seen as an anomaly, luring the attention of the monstrous snake Apep who looks to devour her soul whole. If she wants a chance to make it to the afterlife, she's going to have to outrun her new threats and seek an audience with Anubis, overseer of the underworld.
Navigation
PROJECT SHOWCASE
PROJECT SHOWCASE
PROJECT SHOWCASE
INTRODUCTION
DUAT is an action side-scrolling runner game set in ancient Egypt, following the story of a recently deceased Pharaoh sent to the underworld. Her descent into Duat is seen as an anomaly, luring the attention of the monstrous snake Apep who looks to devour her soul whole. If she wants a chance to make it to the afterlife, she's going to have to outrun her new threats and seek an audience with Anubis, overseer of the underworld.
INTRODUCTION
DUAT is an action side-scrolling runner game set in ancient Egypt, following the story of a recently deceased Pharaoh sent to the underworld. Her descent into Duat is seen as an anomaly, luring the attention of the monstrous snake Apep who looks to devour her soul whole. If she wants a chance to make it to the afterlife, she's going to have to outrun her new threats and seek an audience with Anubis, overseer of the underworld.
INTRODUCTION
DUAT is an action side-scrolling runner game set in ancient Egypt, following the story of a recently deceased Pharaoh sent to the underworld. Her descent into Duat is seen as an anomaly, luring the attention of the monstrous snake Apep who looks to devour her soul whole. If she wants a chance to make it to the afterlife, she's going to have to outrun her new threats and seek an audience with Anubis, overseer of the underworld.
project details
Duration
3 months
PROJECT TYPE
Video Game
TEAM SIZE
6
PROJECT OBJECTIVES
Unity Game Prototype
software used
Unity Engine, Visual Studio Community, Adobe Photoshop
project details
Duration
3 months
PROJECT TYPE
Video Game
TEAM SIZE
6
PROJECT OBJECTIVES
Unity Game Prototype
software used
Unity Engine, Visual Studio Community, Adobe Photoshop
project details
Duration
3 months
PROJECT TYPE
Video Game
TEAM SIZE
6
PROJECT OBJECTIVES
Unity Game Prototype
software used
Unity Engine, Visual Studio Community, Adobe Photoshop
Role & responsibilities
Role
Technical Lead
As Technical Lead, my core responsibilities were to handle the systemic development of the project, both gameplay and UI wise. In addition, I was also advising the Producer with regards to the scope of the project.
Contributions:
Setting up external libraries for development (Cinemachine, Dialogue, UPR)
Creating gameplay systems such as movement, in-engine cutscenes, level loading, stage generation, boss attacks
Implementing logic behind UI elements
Implementing animation controllers for characters and terrain
Reviewing character dialogue scripts
Advising team on production and scope of project
Role & responsibilities
Role
Technical Lead
As Technical Lead, my core responsibilities were to handle the systemic development of the project, both gameplay and UI wise. In addition, I was also advising the Producer with regards to the scope of the project.
Contributions:
Setting up external libraries for development (Cinemachine, Dialogue, UPR)
Creating gameplay systems such as movement, in-engine cutscenes, level loading, stage generation, boss attacks
Implementing logic behind UI elements
Implementing animation controllers for characters and terrain
Reviewing character dialogue scripts
Advising team on production and scope of project
Role & responsibilities
Role
Technical Lead
As Technical Lead, my core responsibilities were to handle the systemic development of the project, both gameplay and UI wise. In addition, I was also advising the Producer with regards to the scope of the project.
Contributions:
Setting up external libraries for development (Cinemachine, Dialogue, UPR)
Creating gameplay systems such as movement, in-engine cutscenes, level loading, stage generation, boss attacks
Implementing logic behind UI elements
Implementing animation controllers for characters and terrain
Reviewing character dialogue scripts
Advising team on production and scope of project
PROCESSES
PRE-PRODUCTION
Our team decided upon an action-type game for our interactive experience. By suggestion of our artists, we decided to go with a Egyptian theme for our game, based on a runner-style gameplay that our designers could focus level-designing upon.
We first began by prototyping some ideas for what the gameplay would look like. Aside from upcoming obstacles, we wanted something more exciting visually and potentially challenging to the players. Hence, the introduction of Apep posed a great foe to the player with his presence.
Apep Attacks
Room Obstacles
Apep Attacks
Room Obstacles
L-System experimentation
In an attempt to streamline our game's level design, I wanted to test out a proposed grammar system that would allow me to deploy obstacles based on string input alone.
In retrospective, this got complicated incredibly quickly, as my co-designers needed a look-up table to view which obstacles we wanted to be deployed per level. We were unable to take full advantage of this system to create a satisfying level design.
PROCESSES
PRE-PRODUCTION
Our team decided upon an action-type game for our interactive experience. By suggestion of our artists, we decided to go with a Egyptian theme for our game, based on a runner-style gameplay that our designers could focus level-designing upon.
We first began by prototyping some ideas for what the gameplay would look like. Aside from upcoming obstacles, we wanted something more exciting visually and potentially challenging to the players. Hence, the introduction of Apep posed a great foe to the player with his presence.
Apep Attacks
Room Obstacles
Apep Attacks
Room Obstacles
L-System experimentation
In an attempt to streamline our game's level design, I wanted to test out a proposed grammar system that would allow me to deploy obstacles based on string input alone.
In retrospective, this got complicated incredibly quickly, as my co-designers needed a look-up table to view which obstacles we wanted to be deployed per level. We were unable to take full advantage of this system to create a satisfying level design.
PROCESSES
PRE-PRODUCTION
Our team decided upon an action-type game for our interactive experience. By suggestion of our artists, we decided to go with a Egyptian theme for our game, based on a runner-style gameplay that our designers could focus level-designing upon.
We first began by prototyping some ideas for what the gameplay would look like. Aside from upcoming obstacles, we wanted something more exciting visually and potentially challenging to the players. Hence, the introduction of Apep posed a great foe to the player with his presence.
Apep Attacks
Room Obstacles
Apep Attacks
Room Obstacles
L-System experimentation
In an attempt to streamline our game's level design, I wanted to test out a proposed grammar system that would allow me to deploy obstacles based on string input alone.
In retrospective, this got complicated incredibly quickly, as my co-designers needed a look-up table to view which obstacles we wanted to be deployed per level. We were unable to take full advantage of this system to create a satisfying level design.
rEFLECTIONS
In my personal opinion, this was the heftiest product I'd worked on by far in my game development experience. There were multiple challenges faced during this project. With multiple ideas for what the game direction should take, we ended up with an over scoped project at the beginning of development.
As the team had little experience with level design, the stages within the game fell flat. This could be seen in feedback from playtesting.
UI implementation was one of our earliest goals, however it ran into multiple problems over the course of the project. Hence, it was only realized closer to development's end.
Looking back on this project now, I've come to a few takeaways from this experience:
General response to the project had been underwhelming. Nonetheless, I personally thought a great amount of effort from the team had been put into the project that should not be dismissed.
Working in a team with a large amount of people has lead me to understand the struggles of production from a management perspective. I have a great deal of respect for our team's leader, and likewise an appreciation for the artists that have stuck with us to the project's completion.
I'd learned a great deal on the technical aspects of game development from this project alone, from the implementation of level loading to cutscenes and stage generation systems. For example, certain design patterns I'd used in this project caused me multiple issues due to improper use. I will carry an awareness of their strengths and limitations as I continue developing other projects.
Knowing that our team's core weakness had been in level design, I'm looking forward to improving on this aspect to better my repertoire as a designer in the future.
rEFLECTIONS
In my personal opinion, this was the heftiest product I'd worked on by far in my game development experience. There were multiple challenges faced during this project. With multiple ideas for what the game direction should take, we ended up with an over scoped project at the beginning of development.
As the team had little experience with level design, the stages within the game fell flat. This could be seen in feedback from playtesting.
UI implementation was one of our earliest goals, however it ran into multiple problems over the course of the project. Hence, it was only realized closer to development's end.
Looking back on this project now, I've come to a few takeaways from this experience:
General response to the project had been underwhelming. Nonetheless, I personally thought a great amount of effort from the team had been put into the project that should not be dismissed.
Working in a team with a large amount of people has lead me to understand the struggles of production from a management perspective. I have a great deal of respect for our team's leader, and likewise an appreciation for the artists that have stuck with us to the project's completion.
I'd learned a great deal on the technical aspects of game development from this project alone, from the implementation of level loading to cutscenes and stage generation systems. For example, certain design patterns I'd used in this project caused me multiple issues due to improper use. I will carry an awareness of their strengths and limitations as I continue developing other projects.
Knowing that our team's core weakness had been in level design, I'm looking forward to improving on this aspect to better my repertoire as a designer in the future.
rEFLECTIONS
In my personal opinion, this was the heftiest product I'd worked on by far in my game development experience. There were multiple challenges faced during this project. With multiple ideas for what the game direction should take, we ended up with an over scoped project at the beginning of development.
As the team had little experience with level design, the stages within the game fell flat. This could be seen in feedback from playtesting.
UI implementation was one of our earliest goals, however it ran into multiple problems over the course of the project. Hence, it was only realized closer to development's end.
Looking back on this project now, I've come to a few takeaways from this experience:
General response to the project had been underwhelming. Nonetheless, I personally thought a great amount of effort from the team had been put into the project that should not be dismissed.
Working in a team with a large amount of people has lead me to understand the struggles of production from a management perspective. I have a great deal of respect for our team's leader, and likewise an appreciation for the artists that have stuck with us to the project's completion.
I'd learned a great deal on the technical aspects of game development from this project alone, from the implementation of level loading to cutscenes and stage generation systems. For example, certain design patterns I'd used in this project caused me multiple issues due to improper use. I will carry an awareness of their strengths and limitations as I continue developing other projects.
Knowing that our team's core weakness had been in level design, I'm looking forward to improving on this aspect to better my repertoire as a designer in the future.