Employee of the Month was an exciting and challenging Capstone project that I completed in under 4 months with a talented and collaborative team during my time at Full Sail University. Our team, Rubber Ducky, initially consisted of just four members, but we later expanded to include an additional designer after the second month. The brought on two audio specialists, and two artists during the final month of the project, making it an even more dynamic and multifaceted endeavor. Over the course of four months, we developed a storyline centered around a space hippo working on a space station, tasked with saving it from an impending disaster. Our project not only challenged us to push the boundaries of our creativity, but also taught us valuable teamwork and project management skills that have been instrumental in our professional growth.
Game Loop and UI
In the project, my role was to design and implement the Game Loop and Save system, which were both critical components to ensure the overall functionality of the game. I had to ensure that the Game Loop was optimized for performance and that the Save system was reliable and user-friendly. By successfully creating and integrating these key components, I was able to contribute significantly to the success of the game and enhance my skills in software architecture and project management.
Level Select
Level Select
Options Menu
Options Menu
Pause Menu
Pause Menu
Elevators
Elevators
Fast Travel Points
Fast Travel Points
Level Design
To create an immersive and engaging level, I carefully considered the game's mechanics and player abilities. The Stasis Vault provided enough space for players to explore and experiment with different gameplay strategies, while also featuring a mix of enemies and obstacles that required the use of both combat and traversal skills. The inclusion of the final boss added an extra layer of excitement and challenge to the end of level.
The Boss Fight
As part of my role in the development of our game, I was tasked with creating the final level and designing the ultimate boss fight that would provide players with a thrilling and satisfying conclusion. To ensure a challenging and engaging experience, I crafted a formidable boss that possessed three unique attacks and an ability to block the player's progress until a certain rest period. This added a strategic layer to the boss fight that required players to pay close attention to the boss's movements and actions in order to overcome it.
Moreover, as the boss was extremely large, we introduced a mechanic where players had to locate a battery port on its chest and attach a battery to it. This would then cause a powerful explosion that would inflict significant damage on the boss. This mechanic not only required careful planning and strategy, but also added an exciting element of risk and reward to the fight.
Overall, the boss fight was designed to be a challenging and rewarding experience for players, one that would test their skills and provide a satisfying conclusion to our game. Through careful planning and implementation, we were able to create a boss fight that was both memorable and enjoyable for our players.
The Gameplay Trailer

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