Projects

During my time at The Game Assembly I have, at the time of writing, completed six group projects, with two more to come.  In each project we worked in groups of about 15 people. The groups consisted of graphic designers, level designers, animators, programmers and, during our second year projects, also technical artists.


First year's projects were completed in 8 weeks half-time. They were 2D games and were made in TGA's own engine TGA2D. The second year's projects were all in 3D and were completed in 10 weeks half-time and were made in our own engine that we started to build during our course in Graphics Programming.


During each development we practiced SCRUM. This meant that each production period consisted of four sprints: Pre Production,  Alpha, Beta and Gold. We wrote backlogs, items, burn-down charts, tasks and time estimates and put it all on our scrum board where we held our 15 minute stand-up meetings each morning. We also had sprint reviews at the end of each sprint in front of a panel of tachers where we presented how we were doing and got feedback on how to proceed.


Another important part of the projects was that in the middle of the production we sat down one on one with each member of the team and discussed what we thought the other person was good at, and what they could improve on. This was done to practice open communication and to practice giving and receiving feedback in a positive and constructive manner.


Below is more information on the individual projects (beginning with the most recent) and my contributions to them. Project 7, an FPS, is currently in progress and project 8 is coming up later at the end of Spring 2020.

Second year's 3D projects




Development Time:

    10 weeks half-time


Game Engine:

    Our own game engine

Final Project - TBA

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First year's 2D projects



Development Time:

    8 weeks half-time


Game Engine:

    TGA's TGA2D engine


    Except Xenolyte, which              was made with Lua in Löve

Second year's projects

Click these links if you would like to know more about second year's projects:

Our Team

In our first year we switched project groups after every game, but in our second year we're working with the same group for all four second year's projects. We're called Spelkonditoriet, and you can read more about us here!

First year's projects

Aümi - Top Down Adventure

    Contributions

  • Loading and rendering levels from Tiled.
  • Handling different render layers (over/under player, decoration layers).
  • Hot reload of levels.
  • Some gameplay related tasks, such as implementation of the basic type of enemy, fixing checkpoints and tuning how enemies' aggro should work.
  • Lead Programmer,  responsible for the programming team's interdisciplinary communication.

Skinner's Cage - 2D Platformer

    The Rookies 2019 Game of the Year - Console & PC - Finalist


    Contributions

  • Added support for Spine animations.
  • Tweaked logic for the player and enemy animations (idle, walk, run, jump, fall, land, grab ledge, look out from ledge, combat), when they should play and when they should transition into each other.
  • Did some work on our particle system. Fixed support for emitters to use different particle sprites. Made some particle effects, such as blood splatter, landing dust, corpse flies and electricity sparks.

Let's Go Pupforce! - Shmup

    Contributions

  • Put rendering and logic on separate threads.
  • Worked on our id-system, as part of the threading functionality.
  • Some gameplay and combat related tasks, such as the homing missiles.
  • Spent some time with folder structure and making sure our source control worked smoothly, ignoring trash files and such.

Xenolyte - Point and Click

    Contributions

  • Implemented the wire puzzle.
  • Worked on the logic behind the hacking puzzle.
  • Polished the main menu and intro cutscene.

Projects outside school

Game Jam by Coffee Stain at The Game Assembly, 24-26 Jan 2020

The theme for this game jam was "New Genre". So we thought, why not make a dating-sim/snake/football/food-eating game?


Made in Unreal Engine with four other TGA students:


I was resposible for the physics of the hands and arms and their game feel.