Minute Hero: A Space Adventure is a game jam project that was worked on by 7 members including myself for 4 1/2 days. Minute Hero is a game where you play as a space astronaut looking for a team of astronauts that came before you. You walk around tiny, Mario Galaxy sized planets, collecting datapads that eventually point you in the direction of the last astronaut. I designed all the casual-mechanistic schemas and social schemas for the game. My role in the project was Lead Programmer and Lead Designer. We used Unreal Engine 4 and in the 4 1/2 days, due to an over ambitious scope, I worked for a total of 74 hours to meet the original design. From this experience, I learnt so much about blueprinting, it truly made be a better programmer.
As Lead Programmer, I used Unreal Engine to blueprint the core gameplay, including the planet walking, in which the player actually walks around a sphere. I also did the blueprints for the collectibles, health and oxygen system, UI, animations and particle effects.
I was also in charge of leading the other two programmers, which includes providing to-do lists, maintaining consistency, and dividing workload to work as efficiently as possible in such a short amount of time.
As I was in a hybrid role of both Lead Programmer, and Lead Designer, I was also in charge of scope and mechanic design. As we wanted the art style to compliment the mechanics and narrative of the game, I also worked very closely with the Lead Artist, and we cooperated in building the levels, of which there were five to be designed and filled in roughly 48 hours.
As Lead Programmer, I used Unreal Engine to blueprint the core gameplay, including the planet walking, in which the player actually walks around a sphere. I also did the blueprints for the collectibles, health and oxygen system, UI, animations and particle effects.
I was also in charge of leading the other two programmers, which includes providing to-do lists, maintaining consistency, and dividing workload to work as efficiently as possible in such a short amount of time.
As I was in a hybrid role of both Lead Programmer, and Lead Designer, I was also in charge of scope and mechanic design. As we wanted the art style to compliment the mechanics and narrative of the game, I also worked very closely with the Lead Artist, and we cooperated in building the levels, of which there were five to be designed and filled in roughly 48 hours.