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Helix Brawl

Project Link

Dates

  • September 2019–May 2020 (9 months)

Technologies

  • Unity, C#

  • Steam

  • Plastic SCM
     

Project Description

  • Team size: 17

  • A 3D side-scrolling beat ‘em up where the player gains four unique powers to defeat enemies 

  • Released as a free download on Steam
     

My Role

  • Created a loading screen and loading bar for transitioning between levels using asynchronous loading.

  • Programmed the behavior of certain enemy types.

  • Implemented various art assets, such as models, materials, and animations.

  • Programmed one of the five bosses based on the GDD and a framework for transitioning between various states. I also implemented animations through code and Unity’s animator.

  • Tracked various stats and analytics of the player throughout the game, and sent them to Unity Analytics to be able to create graphs and charts of player behavior. 

  • Created a cutscene and dialogue system for when the player encounters a boss.

  • Created an editor tool to replace all instances of one shader with another.

  • Implemented the Steam API into the project, and programmed functionality for all Steam achievements.

  • Worked with artists and designers to make the game look as good as possible.

  • Programmed tutorial and unlocking of the various animal forms in each level.

  • Managed source control using Plastic SCM and helped fix any issues any team member had with source control (e.g., merge errors).

  • Performed QA and fixed various bugs

What I Learned

  • How to join an existing team and immediately start contributing to a project

  • How to work well with a large team and the importance of being able to communicate well between departments

  • How to finish the last ten percent of a project and make it as polished as possible for release

  • How to implement an API into a project and upload and release a game on Steam

  • The importance of separating various parts of a game into their own scripts to prevent having bloated, illegible scripts.

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