CIRCLE 9

A zombie survival first-person shooter set in the deepest circle of hell. The design is built on the concept of Dante's Inferno.

-----------> Check it out on itch.io <-----------

I was the project lead and technical game designer on this project, leading a small team of eight people that included artists, sound producers, voice actors, and programmers. I pitched my vision for the design of the game, and after discussing it with the team, I assigned roles and gave daily tasks and updates. Personally, I try to lead by example, showing a lot of effort and encouraging communication and collaboration. Every day, I drew out designs and ideas to communicate the vision and mood of the game as it was evolving on Miro. This was a one-week game jam project, and we finished as the undisputed winners. It was a great learning experience, honing my skills as a designer and leader.

We collaborated on git for the unity project files, where we learned to prevent or solve unity-dependent merge conflicts (e.g., scene corruption, prefabs). I laid out the architecture for the project and discussed responsibilities and deadlines. This ensured we would have a prototype ready after two days, when the first playtest was scheduled. After a great team effort and the final deadline approaching, I started optimising the project (code refactoring, AI efficiency, advanced frustum culling, profiling in Unity, occlusion culling, texture, and project settings).


I wrote a lot of code for this project; here's a sample for reference.

This method searches for a 'walkpoint' for enemies to walk towards. This utilises the Unity Navmesh package, with a level full of props and obstacles.

I'm always looking for opportunities. Contact me here!

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