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You Do Not ExistTeam: Thirteenth Month Genre: Narrative/Rogue-lite Platform: PC Windows Engine: UnityC#/ Version Control Role: Gameplay/Level Programmer Team Project
Find the game on STEAM : LINK TO THE GAME
In our debut sci-fi rogue-lite, colonization of our Milky Way has grown wild and untamable. Corporations and governments have joined forces to greenlight humanity's first galactic bounty hunter program.
About The Game:
You take on the role of Birdy, a fresh bounty hunter tasked with tracking down and eliminating criminals and organizations who pose a threat to our expansion beyond.
In our debut sci-fi rogue-lite, colonization of our Milky Way has grown wild and untamable. Corporations and governments have joined forces to greenlight humanity's first galactic bounty hunter program.
About The Game:
You take on the role of Birdy, a fresh bounty hunter tasked with tracking down and eliminating criminals and organizations who pose a threat to our expansion beyond.
My Contributions:
Gameplay: Was the first developer on this project with Thirteenth Month, where I developed/programmed early prototypes for the player controller, health system, weapon system, and weapon overheat system. I use tools such as Jira and Confluence to stay up to date with tasks and news from our team.
Level: I assist in making sure scene levels connect accordingly. I ensure for any technical interferences within the level, such as working doors, lights, and other programmable items within the environment. I also compile and organized assets given from our art team.
Gameplay: Was the first developer on this project with Thirteenth Month, where I developed/programmed early prototypes for the player controller, health system, weapon system, and weapon overheat system. I use tools such as Jira and Confluence to stay up to date with tasks and news from our team.
Level: I assist in making sure scene levels connect accordingly. I ensure for any technical interferences within the level, such as working doors, lights, and other programmable items within the environment. I also compile and organized assets given from our art team.
Weapon Shooting and Overheat System:
Here is a development reel of my main contribution to the team where I initially prototyped the character controller, weapon shooting, and the weapon’s overheat system. The video shows the process from default blockouts to a working mechanic in the game.
Here is a development reel of my main contribution to the team where I initially prototyped the character controller, weapon shooting, and the weapon’s overheat system. The video shows the process from default blockouts to a working mechanic in the game.