Gameplay Footage cuts between characters:
Pyromancer: 0:36
Abjurer 2:05
Alchemist 3:43
My Contributions
Led the programming and networking of gameplay
I was one of the two programming leads and focused primarily on the implementation side of our programming. Our programming team comprised 13 programmers, with it being split into 2-4 programmers per functional team. For my role I created extensive documentation on code guidelines, wrote documentation on how to use our networking package, coordinated various activities, handled QA and bug lists, managed our git repository, and assisted a lot of programmers with various tasks/bug fixes.
Implemented core player combat mechanics and assisted in design
I handled the programming for all player abilities which includes a main, alt, and spell action for all 3 classes. With this I also implemented our player death state and various other player functionalities. I also networked all of these actions including animations, movement, and VFX.
For the design portion of this while I didn't take ownership of any of the mechanics, I was heavily involved in all of the discussions surrounding them and came up with some of the final concepts such as pyro's flamethrower and abjurer's shield.

Pyromancer fire bolt barrage

Pyromancer flamethrower

Pyro fireball

Abjurer crystal shotgun

Abjurer Explosive Shield

Abjurer Gravity Pull

Alchemist Poison Potion

Alchemist utility potion

Alchemist confusion blast

Communicated various projects needs and scope issues
A was active very frequently in our team's discord willing to help other team members with their tasks, answer questions, and to help out with any issues. I also communicated scope issues with our production team to ensure that we had a feasible timeline. This kept our games level of polish fairly consist between assets and helped make our game as good as it could be.
Assisted artists with character animation implementation
I assisted in the implementation and networking of all character animations. This involved me using unity's animator, adjust timing to reflect our ability timings, and making sure transition states were correct.
I also worked on the prototype for this game. Check it out here: