We are a team composed by 29 people from the Politecnic University of Terrassa, in Spain.
Assuming the role of producer in this project, I learned the basics of team building, time management and task management. In addition, being part of a video game development team has taught me the importance of playtesting.
During the project, I still wanted to keep in touch with the code, as code optimisation has always been my favorite part of video game development.
- Team organisation
- Production plan
- Player movement & camera code
- Playtesting sessions
It has been a challenging journey to complete this game, but I am not exaggerating when I say that I am absolutely delighted with the result, not only with the final outcome, but also with the things I have learned in these months. I am proud to be part of this project and to be able to contribute by organising the design team.
Working as a team has been fundamental to achieve this, and each member has contributed their talent and dedication to make it happen.
- Team and tasks organisation
- Level Construction
- Player balancing stats
- Narrative Design
During this project I have learned how to lead a small group of people with different abilities and opinions of the project.
Apart from that, organizing the team for each delivery or reorganizing it during the small deadlines has not been easy but was amusing too. The members of the art team have made the things easier and funny and the result is amazing.
To sum up, I have to say that I am really proud of my work in concept art, model&texture and specially in the cutscenes, becasue aggainst all odds we have carried it out with amazing results.
- Team & tasks organization
- Concept art
- Modeling & Texturing
- Cutscenes color & shading
As the code lead, I have worked on designing the HelloEngine features implementation and keeping the game and engine code working at the same time. It was a hard task to develop both the game and the engine, and it requiered lots of refactoring and hard work.
Nonetheless, we accopmlished the goal and delivered a functional game, made with a custom game engine, in only three months.
- Code design and supervision
- TONS of bug solving
- Video Player and Audio technology (Ffmpeg and WWise)
- Render-side programming (2D UI, Text rendering, 3D instance rendering optimizations)
After working on this project, I finally can say I learned a lot. From design, build and iterate entire levels and create a complete story inside the great's Marvel universe to organise and lead an entire team after being appointed leader of the design team.
To conclude, I must say it's been amazing to work with the people involved and all the hard work done to achieve this final result.
- Team & tasks organisation
- Narrative writer
- Level design
- Playtesting sessions
At the beginning of the project I worked mainly on wordbuilding together with my design colleagues. As the weeks progressed, I started to focus on UI and UX design, something I wasn't really interested in. However, over the course of the project this would become my main function.
This project has helped me to gain experience in working with a bigger team, and to be more open-minded, especially when considering ideas that I hadn't thought about, and when rejecting other ideas that didn't fit in the game.
- UI & Menus Design
- Web Design and Code
- Level Contruction
- Worldbuilding
As a game designer I was focused on the combat mechanics, I have been designing and balancing all weapons and enemies to finish with a solid gameplay that can keep players engagment.
I also worked in the bosses design, designing Ebony and Thanos mechanics, statistics and behaviours.
Now that this project is almost done I feel like I have improved my designer qualities and enhanced a lot the teamwork.
- Weapons Design
- Enemies Design
- Boss Design
- Playtesting & balancing
I started working on this project as a designer, doing tasks such as writing the narrative, choosing characters and setting up levels. From the fourth week I started to take care of the audio of the game. This has been my main function, to be in charge of putting all the sound of the game.
This project has made me learn a lot about working in a team and how to soundtrack scenes in a game to make it more immersive.
- Narrative
- Level Construction
- Audio design & implementation
As a Game Designer I was largely focused on the Level Design of the 4 levels. In the first 2 I worked side by side with partners, while the last 2 I designed entirely by myself. Along with that I have been in charge of designing different mechanics that surround the game.
In conclusion, it has been a wonderful experience to be part of a design team and to be able to know by hand all the work that is behind, apart from being able to improve my level as a designer and more specifically as a level designer.
- Player Mechanics
- Level design
- Weapon Design
- Playtesting sessions
I am responsible for the modeling and drawing of some scenes in the team. Due to my insufficient level, I often encounter difficulties in study and group work, but my classmates have given me a lot of help. I am very grateful to them.
-3d Modeling & Texturing
- Cutscenes Illustration
During this project I took on the role of a Technical Artist. My main responsibilities included rigging, animations, texturing and making sure the exports were compatible with the engine.
I worked on setting up the skeletons and controls for the characters and objects to make them move realistically. I also brought the game to life by creating animations for the different characters in the game including the bosses and enemies. Lastly, I added details and textures to different characters and props.
- Technical Artist
- Rigging
- Animations
- Texturing
I try to take this project as seriously as possible, giving as much as I can. I'm proud of everything I learned, from working in large teams to how to handle the huge amount of work I had.
As the UI manager of the game, I learned a lot about colors, limitations and problems to fix. In addition to this, I was in charge of the VFX, which gave me an insight into how difficult they are to create.
- UI Artist
- 3D Modeler & Texture
- Map Textures
- VFX Sprite Artist & VFX In-game implementation
In this project I have worked mainly as a 3D Modeler of the enemies and as the main artist of the comic style cinematics, where I have learned once again that less is more.
It has been a very enriching experience with which I have been able to work side by side with the rest of my colleagues in a professional way.
- Concept Art
- Character 3D Modelling
- Cutscenes Illustration
As an aspiring game dev with clear preference for design before art I have to say that this project helped me see that art is a place where I can do a good work without causing problems to my partners. I improved my teamwork skills and gained confidence with my skills as a 3D modeller, animator and texturizer.
Really, a quite insightful project where I feel that my journey as a game dev student is filled with knowledge, improvement and specialy jolly cooperation.
- Concept Art
- 3D Models
- Rigging & Animation
-Texturing
As a member of the art team, I completed some models as well as their respectives textures, for example the secondary character Groot.
I had to manage my study life from abroad, and I must state that although the effort it has not been easy.
- 3D models and its textures
- UV fixing
- Website and its scripting
In this project I learned how important is to organice the code in order to avoid problems and bugs while working with other people.
I also improved my bug-fixing skills and, as i have been working on that features of the project, I reinforced my knowlage about the shooting system, learning different ways to do a shooter.
- Player weapons, skills and power ups
- Chests and Loot system
- Enemy guns
- General gameplay bug-fixing
I have dedicated myself to various aspects of this project. Regarding the engine, I began by implementing the physics system. Subsequently, I invested a significant amount of time in the implementation of Navmesh, which proved to be the most challenging task I have encountered throughout this project.
On the other hand, I have also made contributions to the gameplay and art aspects, such as defining enemy behavior and creating cinematic narratives for the game.
- Engine development (Save system, Physic system, some tools, etc)
- NavMesh system
- Game development
- Cinematic videos && Web development
Throughout the entire span of the project I have been fully engaged on the development of the engine, adding new features like skeletal animation or a shader pipeline.
Although it was challange to develop the engine while a game was being made with it, I had a lot of fun, and it helped me to further improve my problem-solving aptitude as a programmer and game developer.
- Engine's Render & Shader Pipeline
- Engine's Skeletal Animation
- Shaders
- Lighting and shadow pass
- Optimizing engine's performance
This project has been my first experience working in an environment that closely mirrors reality.
It has taught me the importance of not only handling the code effectively but also the significance of communication and collaboration within the team.
Furthermore, this project has been overall an amazing experience that has enhanced my understandings of how professional teams work.
- Engine's Particle System
- Animated Particles
- Optimize Engine Particle System
- Game Development
As a coder, my task has been the creation of the UI, starting from the conceptualization of the code and carrying out the ideas of my teammates. Initially, I focused on the creation of UI systems and elements, with the assistance of a colleague. I proceeded to assemble several menus and incorporate visual feedback, such as interaction prompts or mission completion indicators. Finally, I was adding and implementing missing functionalities, as well as fixing any bugs we encountered.
With this project, I have learned the importance of teamwork, as well as the significance of effective communication within the project and among the various roles involved. However, the most important aspect is to prepare the code in a way that it is scalable for future enhancements.
- Engine UI System
- UI Logic (Menus, elements and Window in Engine)
- FeedBack in game (misions and interactions)
- Menus in Game
Proud of coding entirely both of the bosses that apear in the game including the final boss. It has been a funny work with a lot of dedication and attention to detail to get the best experiences from an essencial part of almost any videogame, the bosses.
I have learnt a lot durning these months such as how to create fun and engaging oponents and the value of good comunication through the other departaments on the studio (Art, Design and Media in this case).
I also had the opportunity to talk with the design department and give some feedback about the bossfights, which was heart and I developed for the next iterations of the game.
- Midboss programing & Redesign
- Final Boss programing & Redesign
- Playtesting
- Bug fixing
In this project I have been in charge of all the HUD programming, initially I was helping on the UI engine system, but then I moved into HUD creation mainly, doing all the systems and then fixing and doing some UI panels.
In this project I learned how important communication between teams is. Without it, the creation of the project would have been much more chaotic.
- Engine UI System
- In Game HUD
- UI and HUD Bug Fixing
- Collectable Menu
This project has made us adapt to new work systems in which we were not used to. Even so, I think we have achieved a pretty good result.
I have had a fairly multifaceted role. However, I have mainly focused on physics and gameplay elements such as enemies. Not only have I taken care that they work well but I have also been personally involved in ensuring that they give good feedback and that they feel good visually. I have also helped in interfaces and their interaction with the user.
- Implementation and working on the physics, colliders and raycasts.
- Programming gameplay elements and their behaviours
- UI functionalities
- Bug fixing
I started this project with the intention of improving my programming skills and I didn't expect much more. As the deliveries went by I realized the importance of being organized in a project with so many people and the dedication and hours you have to devote to it.
I really consider that although it has been a very hard project it has been very useful and this experience will help me a lot in the future.
- Engine UI System
- UI Code Implementation
- Bug Fixing
- UI Feedback In-Game Menus
As a coder on this project I was initially involved in programming all the initial menus required for the button activation and setup functionalities of the pause menu or main menu scenes.
In my second stage of the project I dedicated myself exclusively to do QA of the game to be able to report all possible bugs and their solutions through reports.
For the last phase of the project I dedicated myself to be in the media department to make all the trailers, cinematics, social networks and videos for the video game website.
The most important lesson I have learned from this project has been to be able to organize all the tasks on time, since without a previous order it would not be possible to reach the proposed objectives.
- UI assembly
- QA Testing
- Trailers, videos, social media
As part of the project code team, I have learned the importance of having a good code organization, as well as programming thinking about how the code may change in the future.
After working on a project as big as this one, I have finally learned the importance of communication and time organization. Now I have a better vision of how to work with a team of so many people, and I feel more prepared for the professional world.
- Engine Particle System
- Engine NavMesh
- Enemy Melee attack and Enemy Sniper implementation
- All in-game dialogs implementation
- Bug-fixing
Despite all the problems with the organization, communication and ones from the engine I think that we managed to do almost the desired result. As a coder I improved my skills to find new ways to do something that in other engines would be more easier and simple
- Enemies Ai
- First concept of player movement
- Level construction
- Bug fixing