Release Date: 2023 March 14th
Platforms: PC
Team Size: 5
Project Length: 3 Months
My contributions:
Maintaining the project and ensuring we met your deliverables.
Designed and Built levels.
Developed Cutscenes and built out the environments need for them.
Created Eating animations and used Mixamo to create the zombie animation controller.
Engine and Tools:
Unity
Mixamo
Trello
Through out the development of En Route my main role was maintaining the project and ensuring we met your deliverables as the project manager. I also work on Level Design, character animation and cuts scenes during the development period for En Route.
En Route is a first person survival shooter inspired by Faster Than Light and From Other Suns. You play as a survivor traveling across Newer York, trying to reach Sanctuary to pass on news about a massive UAC (Unintelligent Aggressive Cannibal) horde heading in their direction.
My Contributions
Level Design
When designing the levels for En Route, each map had to a high level of replayability but also have low load times and accessible to budget PCs.
Through using multiple game modes for one map instead of a unique map for each game mode, we were able to gain much better replayability for each map but decrease the amount of maps need from 12 to 4.
To ensure that En Route could be run on lower performance PCs we made sure that every asset had multiple LOD and shaders were only being used if necessary
En Route
Project Overview and My Role
What is En Route?
From creating my own animations to using Mixamo to implement animations there were 3 main parts I worked on that fell under animation in En Route.
The opening cut scene was the big animation task by far, from having to animate the camera to smoothly navigate through an environment to get the bus to launch correctly into the cameras perspective.
For the Health system I re-used our assets and VFX to create the hot dog eating animation.
I used Mixamo to implement the zombie animations and set up the controller for their animations.
Animation
Being the Producer for En Route gave me the opportunity to learn the tools and methods to design and develop videos games but also pushed me to learn about all aspects that go into getting the product ready for the client or player.
Using Trello allowed my team and myself to see where we were at in the development cycle as well as what are our own individual tasks. Having this clarity allowed me to give additional support to team members who were working on complex tasks through out the development cycle.
Being the producer pushed me out side of my comfort zone as I needed to learn new disciplines in the videos games industry. This would give me the ability to help support my teammates but gain a better understanding of scope and what is actually achievable.