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The Volunteer

ROLE

Gamplay Designer, Systems and Programming (Unity C#)

TEAM COMPOSITION

10 person team: 1 writer, 5 artists, 2 designer/programmers, 1 producer. I took on a large programming role in this project

DESCRIPTION

The year is 2172, and the gap between the rich and the poor is vast. Society has been divided into classes that rank citizens by color. Enter the world as Ottawa Jones - a blue - the lowest ranking member of society who has volunteered for a mysterious test that promises a new life in the prosperous Eden. The only question that remains is will she survive the trials and accept the ways of the Society to make it to Eden.

This project was created for the Get It Done Jam hosted by the IGDA Foundation.  

YEAR

2024

GENRE

Adventure

PLATFORM

WIndows

MY ROLE

  • Designed gameplay systems, including player abilities, object interactions, event systems, and UI. 

  • Used state patterns, observer patterns, and C# interfaces for modular and testable code. 

  • Linked player state, abilities, interactions, and HUD for seamless gameplay. 

  • Developed tools to connect detection systems with objects and enable responsive UI updates. 

  • Integrated art, sound, and writing into cohesive systems 

DESIGN FOCUSED CODE

One challenge I posed for myself was creating prefabs equipped with scripts that granted agency to anyone working within the engine. As a designer, it is always great when I can work in the scene and create things without having to touch code. 

  • Empowering Engine Users: Created prefabs with scripts to grant agency to designers and developers, allowing them to work efficiently within the engine without needing to write code.

  • Scene-Focused Development: Designed systems that could be fully configured within the scene, enhancing accessibility and creative freedom for users.

  • Dynamic Interaction: Developed a switch prefab that dynamically responded to the player's electrical ability and seamlessly connected to other objects to trigger logic.

  • Flexible Functionality: Enabled designers to set up in-scene interactions, such as the player electrocuting a switch to open a door or activate an elevator, through simple prefab connections.

  • Enhanced Usability: Used Unity Gizmos in the elevator prefab to allow visual setting of elevator destinations directly in the engine, simplifying the configuration process.

  • Practical Demonstration: Demonstrated the ease of use by showcasing how to place an elevator prefab in the scene, adjust its destination visually, and connect it to the switch—all within the engine.

TRAILER

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