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What I've done

  • Game Programming - Combat System

  • Tech Art

  • Game Design - Combat system

  • Play Test - Make sure the combat system was effective

What I've learned

  • Using Unity with a long production

  • Using Git Kraken with Unity

  • Working in a team

  • Discovering common mistakes as a game developer

  • Familiarizing with different steps of a game production

Description

   In this game, we wanted to create two gameplay cycle. At first, we wanted an exploration gameplay, the environement behind you being unknow. We also wanted to add an original mechanic based on a community. You have to guide your community safely throughout the caves. 

An important feature that I work on is 3D shadows in the game. We needed these shadows to get an important feedback about the guards field of view, without reducing the artistic quality part. So I decided to create a custom shader for the tilemap. At that time, the tilemap in Unity was rendered with one batch per tile, that's why there was no shadow map. Therefore I created a simple shader with Amplify who took as an input the rendered texture of the ground. The lit shader of amplify renders with shadow map, thus, we could easily have shadows on the ground.

I made all 3D models in Blender and created all prefabs with the sprite and mesh. The mesh was not rendered, we only cast shadows on it.

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