This project was completed as a student project in a team of four with a 4 week restriction. This was created in Unity with the intent to create a unique experience and have the aesthetic inform mechanics. I lead design of gameplay and specifically the creation of the player movement state machine, all movement and vaulting parameters, as well as the game mini-map implementation, sound design, and working to make the asteroids more realistic through implementation of coordinate based randomization of asteroid field movement. I also lead bug fixing, player testing, feedback documentation, and implementation of fixes.

This is a science fiction survival game where the player vaults themselves from asteroid to asteroid to rescue themselves from asphyxiation. The player wakes up in space, remembering that they were exploring a space hulk when a catastrophic explosion occurred. You wake up to see the shattered remains of the space hulk in front of you, with your spacesuit leaking oxygen. To survive, you must reach the spaceship, but with limited oxygen, your primary movement involves jumping from one asteroid to another. If you miss a jump, you’ll need to use your limited oxygen reserves to adjust your direction.

I designed and implemented a mini map that follows the player and gave 1-1 locations of all asteroids and hazards in the 3D space around the player. In the center is a pointer that tracks and represents orientation and directional aiming respective to the “forward” direction of the map.

I designed and implemented a state machine that allows the player to go from crawling on an asteroid, to an aiming state, pushing state, and flying state seamlessly and adjusts their controls, aiming, and movement without feeling too restrictive.

The game features a number of original 3D models - all requirements for the models, animations, and assets were created by me, and I worked directly with the artist to ensure aesthetic cohesion.

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What Remains of Me

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LucidScape