Tech Designer at Optillusion Games Indie Studio
Details
Role: Technical Designer
Engine: Unity
Team Size: 10
Project length: 2+ years
Status: On Steam
Survival exploration crafting game set in a shifting labyrinth
Procedurally generated maps and rooms
Longer project with larger team
What I Learned
To start, I spent a lot of time on enemies and their behaviours in this project. I had a lot of fun coming up with unique interactions between the enemies and got a lot more experience with finite state machines. On top of this, I used past knowledge with Inverse Kinematics to enhance enemy and player animations to make them feel more smooth in the environment. I really enjoyed working on the enemies, their behaviors and how they show up and interact with the world, so please feel free to ask questions!
Another big topic I worked a lot on was the procedural generation of the world and what appeared inside the rooms. In fact, the very first task I got on the project was improving their interior room procedural generation and converting their 2D approach into a 3D approach to allow for generation with elevation being taken into account.
I also learned a few new ways of handling the online co-op backend, namely, through fishnet and layers we added on top. I spent time researching different ways to handle prediction and client/server splits in a way that's much cleaner than my previous projects. While the team was the largest I've worked on to date, it was still a small team which meant I was able to work on many different aspects of the project, whether it be on things like their equipment and trinket system where I was able to utilize more past knowledge or topics like dynamic bridge generation (surprisingly one of the harder tasks), or even a dynamic map visual generated purely with code. Please feel free to reach out if you are interested in anything specific!
More info can be found on the games socials, including on youtube
Get in touch at adamcarter1127@gmail.com