
My Controbutions
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Worked as a systems and technical designer under the lead designer further developing and iterating on systems handed to me by the lead designer.
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Worked closely with the lead designer using my programming knowledge help to inform design decisions.
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Lead prototyping for the majority of the game systems.
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Lead research on third-party assets and technical feasibility of certain features.
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Lead programmer implementing all the game logic using C#
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Designed the shop, level select, book, and bounce systems as well as many more systems.
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Worked with the lead artist on implementing art assets in a performant way via research and development of systems and best practices.
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Designed and implemented all particle systems.
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Served as general Unity expert for the team.
Bounce System
One of the design challenges I faced while working on this project was how to implement the bounce system.
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The bounce system was initially fully driven by soft-body physics. While this worked well and was easy enough to control during normal movement I found that playtesting trying to engage in precise platforming often got flung off buildings due to the softbodies' unpredictable nature. This became very frustrating for playtesters and was at odds with the intended casual player experience.
To solve this we pivoted to driving the bounce systems using rigidbody physics instead of opting to pin the player softbody mesh to the rigidbody, using the softbody just to drive the player characters' reactive animation.
Softbody Bounce Systems

Rigidbody Bounce Systems
