PLATFORM – PC
ENGINE – Unity
TIME – 5 Months
DEVELOPERS – 4
Fallen Engines was the last project we worked on for our second year of videogame development and design studies.
The game was a "souls-like" in a steampunk setting, where cyborg mythological monsters roam the streets. Our protagonist wields both a great sword as well as a pistol to combat her enemies. She also possesses a grappling hook to pull herself towards certain targets.
The player can interact with certain elements of the world, such as pick up ammunition to reload and potions to heal, pull levers and open doors. In the pause menu, there is a map of the level detailing where the player is.
We used Scrum methodology utilizing Azure Dev Ops, organizing the team and assigning roles for each sprint. We also made great usage of repositories and version control.
We were a team of four developers, each assigned different roles. I was initially assigned the role of 3D modeller, making environmental props, as well as the gorgon enemy and her steampunk bow and arrow. With all the enemies, characters and props modelled, I was then assigned the role of animator, where I rigged and animated the enemies in Maya. I was also in change of sound effects, making and mixing the different noises the monsters would make in combat.
I learned how to use Scrum methodology and handle version control for projects using repositories. I also developed my rigging and animation skills using Maya.