
My final group project was as a team of 3 programmers to produce a 2D, wave-based, bullet-hell game. This was one of the most complete, successful and game-playable experience so far, with the capstone of being nominated for TIGAs Creative Assembly Best Student Game 2023, and invitation to Game Republic 2023 where we won 3rd Best Team from Rockstar and an honourable mention on Game Tech from Red Kite Games.
This was my most involved project by far, acting as a pseudo team lead (through project direction in-lieu of a designer), “lead programmer”, and scrum manager, on top being of the most technically involved so far. As my underlying engine was involved, I had a lot of responsibility to make sure it provided what we needed, on top of my obligations to provide directly to the game specific code.
Overall I had a lot of contributions, some fully and some partial, to significant portions of the game. There is a lot I would change and improve on with more iterations, but here are some of the key contributions(beyond just the engine):
– Pipelining (Engine, Gameplay, Entity Data)
– JSON file design (Spawning, Entity Data, Weapons)
– UI Implementation
– Underlying Weapon/Projectile systems
– Several Weapons/Projectiles + Refactors
– All Enemies
– Ability System
– Spawning System
– Resource Management (Texture creation, animation defining)
– Game Balance (Entities, Weapons, Spawning etc)


