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Studio Aces
Team Size:
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17
Engine/Tools Used:
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Unreal Engine 4
Roles:
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Technical Designer
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Gameplay Programmer
Months of Development:
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5 Months
Trailer:
Game Description:
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A 1st person, single-player, action-adventure driven linear shooter where a rancher with his trusty mech lives day to day fighting off the massive threat of a rising insect horde. Players take control of the rancher in his mech to defend the community and town in the western barrens of Texas.
Responsibilities:
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Communicate with GD and Lead Programmer
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Design architecture and responsible for Weapon System, Bullet System, Tag System
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Responsible for Steam OSS, Controller Support, Multiplatform Support, and implementation
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Design interface for system communication to be used by other programmers
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Solve critical technical-related issues for Designers, Artists, and other programmers
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Create tools for Level Designers and Artists
Work Examples Highlights:
---- Weapon Functionality Showcase----
Post Mortem
What Went Well
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The gameplay framework helped us achieve big goal in a short period of time
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Communication inside the programmer team as well as with other disciplines went smoothly
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Working style on system implementation is effective, high-quality deliverables are produced rapidly
What Went Wrong
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UI Framework is lacking adequate consideration and evaluation
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Feature decisions are made by leads but not always correctly passing down to the team
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New features are requested and implemented in a very late stage, results in unstable build and lack of polishment
What I Learned
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Design a robust framework as the barebone helps accelerate the whole project and can avoid potential technical risks at an early stage
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Have a clear mind and complete thought of every system and technical details in an early stage is effective and a good practice