Skill and Systems
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Continued advance complex AI functionality and decision making
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Complete save games systems
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In-depth use of game instances
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Significant optimisation consideration (mesh instancing, level instancing, no tick based events)
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In-depth menu systems (main menu, tab menu, shop, ability tree, pause menu, death menu, save games)
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Significant consideration for balancing and design of combat/stealth/weapon systems
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Full tutorial system
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In-depth use of level sequencer and camera for renders and cinematics
Responsibilities
As the sole developer of this title I designed, modelled and programmed the whole game.
Designing a full gameplay loop with a replayable element and variation each time playing the game was a large focus for the title; I developed an economy system with currency and experience to upgrade weapons/abilities.
A fully functional tutorial system was a priority for new players understanding of the game and for the experience designing tutorial systems.