Monster Madness Mayhem
Genre: First-person shooter
Software used: Unity, Maya, Photoshop
Role: Programmer, 3D artist
This project was during my introduction to both Unity as well as C#. I was brought on to code the game, with the rest of our group consisting of two artists and one designer/producer. However, the two artists were not very experienced in 3D art, while at the time I had taken a course in 3D modeling. By the end of the project, in addition to my programming tasks, I was tasked to produce models for the game's standard enemies. For the programming aspects, I had created a system that allowed multiple weapons (including both raycast/hitscan and projectile weapons), an ammo system, recoil, different reloading methods based on the weapon, and (incredibly) basic AI.
The idea behind the game was that it would be a fast-paced arcade-style game, in which the player would have to progress through a number of rooms in a linear order, and they would have to defeat each enemy in order to move to the next room. Each "level" would be shaped like a cube, separated into 27 sections, with each section being a room. This is what led to the game's working name, "M-Cubed". Due to time constraints, only 9 rooms could be created: 8 normal rooms, and a boss. The enemies were programmed before I learned how to properly program AI in Unity, and thus they are incredibly simple and buggy.
Being the only programmer, it was difficult to be able to try and create a product that was up to the lead's desires. Compared to the group's experience, the scope was probably too grand, so this time was very stressful for me. While I'm not the biggest first-person shooter fan, working on this project was a lot of fun, as it allowed me to work on the system in its entirety and turn it into something that I could enjoy as well.