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SPACE HARVEST

Your ship ran out of fuel but good news: you were able to crash land on a planet that contains energized crystals. Bad news: the planet contains murderous drones that are aware of your presence. Explore, Harvest Crystals, and Repair your Ship in this Open World Survival. Do you have what it takes to escape?

GENRE:

3D - Thirdperson - Open Zone - Action - Survival

ROLE:

Technical Designer

DEVELOPMENT TIME:

3 months

TEAM SIZE:

10

RESPONSIBILITIES:

As the team's Gameplay Developer I was responsible for programming (in C# language) the Player Movement + Shooting, Implementing Animations, and Enemy AI, as well as assisting with the development of the Wave Spawn, and Difficulty system.

POSTMORTEM REPORT

What went right?

  • Gameplay loop implemented early in development:

    • By the end of the 1st-month, we've already had an established gameplay loop and expanded from there.

  • VFX and Implementation:

    • Through teamwork and communication, the VFX were implemented according to the team's visions.

  • Optimization:

    • Frustum Culling was implemented so the entire level is not rendered all at once, and the code was written to only execute the heavy duty bits by bits to ensure the game freeze when suddenly.

What went wrong?

  • Not enough Enemy Variety

    • Due to limited time, we only have 3 types of enemies: Melee, Ranged, and Destroyer

  • Imperfect Spawn

    • In rare cases, the​ enemy would spawn inside geometry and get stuck.

  • Incomplete Traps

    • Due to limited time, only few traps were functional.

What was learned?

  • Early Gameplay Loop

    • Because we had gotten a gameplay loop early in development, we were able to test and experiment fun and engaging gameplay elements to better the overall player experience.​

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