My Contributions
Designed 4 different unique body parts for puzzles
For this, I had to make a first-person controller for the zombie (it also needed to support grappling/swinging with intestines), a third-person controller for the hand that climbs walls, a controller for the eye on walls/ceilings, and a heart the activates objects to the pulse of its heartbeat.
Heart Spikes
Heart Spikes
Eye on Walls
Eye on Walls
Hand Climbing walls
Hand Climbing walls
Optimized gameplay to run smooth on varying platforms
A lot of our optimization came to communication between me and our artists what was needed to achieve the best performance. One example, is combining meshes into a single mesh to reduce draw calls. Another is setting up occlusion culling to stop objects off screen from being rendered. Lastly, I handled our quality settings per platform and various other settings.
Occlusion Culling
Occlusion Culling
Performance
Performance
Handled implementation and design of most puzzles
I designed simplistic intro puzzles such as the opening box puzzle, hand vent puzzle, and the intro puzzle for the eye. Later, I added more complexity to puzzles such as the 4 box eye puzzle and the hand spike puzzle so that each incorporate two body parts. Lastly, I wanted an intense ending to make our game feel satisfying so I thought of a maze with spikes entrapping the player.
Swinging with Intestines
Swinging with Intestines
Opening Box Puzzle
Opening Box Puzzle
End Spike Chase
End Spike Chase
Produced the trailer to fit the scary vibes of our game
For this, I utilized the cinemachine dolly system to create awesome horror-movie-esque camera pans. I handled the entirety of its production from the shots to audio and edited it all together using Davinci Resolve. Subtitles were also added to enhance the accessibility of our trailer.
Creepy Spin
Creepy Spin
Opening Fountain Shot
Opening Fountain Shot
Collaborated with 4 other developers to polish our game
I worked with our level designer to help ensure that various puzzles would function correctly and to help define the flow of our puzzles. With our sound designers, I helped implement the sounds to work correctly.

I also worked on the prototype for this game. Feel free to check it out here:

You may also like

Back to Top