Demoing the game at Orlando iX 2016 to a very positive reception.
Enemy of My enemy
UCF Game Design - Capstone project
Engine: Unity 5 - C#
Development Time: January - April 2016 (4 months)
Role: Lead Programmer / Lead Designer
Team Size: 8 Members
Enemy of My Enemy is a single player action game that juxtaposes destruction and mayhem with the player's inability to kill anything dangerous.
In this project I was constantly wearing multiple hats, communicating with members of each discipline (art, programming, design) to ensure a consistent cohesive vision that not only played great but performed at a consistent frame rate as well.
- Designed an experience that makes the player feel weak, and forces them to rely on their AI companion for their offense.
- Designed 4 AI enemies - Pixies, Swordsmen, Archer, Defender, that keep the player moving and using a variety of strategies.
- Designed autonomous AI companion that consistently follows you, attacks enemies, turns to stone, and charges at you if taunted.
- Work with level designer to create levels that evenly spaced out new mechanics, and delivered an even amount of new information required to play at any given time.
- Designed mechanics (Pixies, Defenders) that restrict player offense and generate a give and take between the player and their AI companion.
- Developed UI/UX of menus, and poster system that serves as player reward for successful gameplay.
- Develop cartoonish, whacky experience where friendly fire is the standard, and everything can kill everything (except the puny player who can only stun things)
- Work closely with Art Lead to design the characters and art style in alignment with a cartoon-fantasy aesthetic.
- Ensure simple, singular cohesive vision across each lead and team member.
- Crush people's dreams to avoid feature creep and maintain a feasible scope.
- Prototyped player controller, AI companion, Pixies, Swordsman, and Archer in two weeks in preparation for game pitch.
- Programmed and debugged autonomous AI companion using Finite State Machine (Following, Stopped, Attacking, Stoned, Charging) to manage behaviors and provide a smooth, actiony gameplay experience.
- Constructed AI enemy base class to allow for easy implementation and maintenance of AI behaviors.
- Implemented AI and player animation state machines and refined transitions for a polished feel.
- Implemented audio and particle effects for player and AI mechanics for responsive feedback systems.
- Scripted level systems like poster collection, respawns, enemy spawn points, and zones that affected your companion AI state.
- Profiled weekly for Frame rate bottlenecks, and relieved bottlenecks or offered advice to other programmer on how to do so.
- Tested and coordinated playtests, and debugged to improve companion and enemy AI.