Rogue Space
Rogue Space was created as a group project during my time at Staffordshire University.
My role in this project was primarily as lead programmer but I was also heavily involved in the design process as the team was relatively small, alongside myself there was 1 other designer/programmer and 2 artists. During this project my main responsibility was the creation of the core mechanics and systems, this included the player movement and firing solution, the enemy formation spawning, the bosses and the creation of the game loop that tied everything together. On top of this I was also responsible for bug fixing and acting upon any feedback gained during testing. Since the game was targeted for mobile devices as well as windows I took steps to ensure nothing about the game would be system intensive, the main decision I made was to use an object pool which allow us to maintain a high amount of projectiles on screen without any noticeable performance hit. I am particularly proud of the bosses I created for this game, I took inspiration from old arcade shoot-em-ups and tried to make each boss distinct. They each have a secondary phase that is activated once they reach 50% health. |
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For - Staffordshire University
Roles - Design, Programming |
Tools used - Blueprint, Unreal Engine 4, Photoshop, 3dsmax, Tortoise SVN
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