Gameplay Developer
- Designed gameplay loop, systems, atmosphere, and "feel" of the game.
- Created and implemented the following features using Unreal Blueprints:
- AI behaviors for enemies using behavior trees.
- Enemies have gameplay tags and weapons have damage types to calculate resistance and damage amount to receive throughout the game, as the player discovers more weapons.
- Some enemies are dormant until the player damages or touches them, or events call that enemies awake function.
- Using AISense, enemies react to sound, sight, damage, and touch from the player.
- Enemies with the "scared of fire" gameplay tag will shrivel away from the lighter if equipped and in range.
- Organ enemy behavior, pickup and enemy spawners during combat.
- Organ death sfx
- Event driven dialogue/quest system
- Crafting system, simple combining inventory items to create a weapon
- Molotov physics throwable item, catches on fire, DOT, and chaos fracture
Producer
- Managed version control (Diversion) for coordination across disciplines.
- Assigned tasks
- Maintained organized documentation of GDD, workflows, and backlog.
- Communicated and solved conflicts between design and programming teamsChallenges & Solutions
- Due to the class structure, we only had a few weeks to develop our core gameplay loop. Even though I had been iterating on this game idea before my senior year, we had to pivot multiple times as we solidified our pillars and goals for the game.
- Only having 2 programmers, and one also being the producer, meant utilizing tutorials and pre-built systems to streamline development, allowing us to focus our efforts on customization and core gameplay features.