SubRay
DigiPen Institute of Technology• Dec. 2013 - Aug. 2014
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SubRay is a 2D atmospheric exploration game in which the player takes control of a mining ship that has crash landed into an underwater alien planet. While travelling through the dark, mysterious oceanic environment the player encounters various aquatic lifeforms, both friendly and hostile. As the player explores, they acquire various abilities that are utilized both in and out of combat.
I personally:
SubRay was developed in C++ from scratch with minimal use of third-party libraries. Development took place over the course of a year, starting the summer before my Sophomore year and concluding at the end of the summer after.
Joining Team Atmos in the middle of SubRay's development cycle and integrating myself into an existing team structure was a challenging and rewarding experience. They had defined the soul of the game, had a capable existing engine, and plenty of content creation tools, but needed content. I familiarized myself with the codebase, reading through files myself and asking questions when needed, and immediately dove into creating content and frequently playtesting in order to iterate. It felt as if I was
SubRay was the recipient of 6 awards at the 2014 DigiPen Student Game Awards including Game of the Year, was the winner of the Intel Buzz Workshop Seattle Developer’s Showcase, and was a finalist in the Strasbourg European Fantastic Film Festival Indie Game Contest!
You can download and play SubRay here.
If you want to learn more about the game check out our website or feel free to contact me!
I personally:
- Designed and created levels using our in-game editor, including placing spline geometry, A.I. patrol paths, camera focus volumes, environmental objects, lighting, and enemies.
- Programmed and designed the game's tutorials.
- Advocated for the player to the team on needed features, playtesting weekly and constantly iterating on levels to fine tune pacing.
- Implemented scripted events such as the cinematic ending and the player viewing a smaller enemy being eaten.
- Tweaked enemy values and A.I. behavior to create an engaging experience.
- Extended camera functionality to be able to influence camera behavior with several variables and colliders within the level editor.
- Created the press kit, sent out e-mails to media outlets for coverage, and worked with Digipen to enter the game into competitions.
SubRay was developed in C++ from scratch with minimal use of third-party libraries. Development took place over the course of a year, starting the summer before my Sophomore year and concluding at the end of the summer after.
Joining Team Atmos in the middle of SubRay's development cycle and integrating myself into an existing team structure was a challenging and rewarding experience. They had defined the soul of the game, had a capable existing engine, and plenty of content creation tools, but needed content. I familiarized myself with the codebase, reading through files myself and asking questions when needed, and immediately dove into creating content and frequently playtesting in order to iterate. It felt as if I was
SubRay was the recipient of 6 awards at the 2014 DigiPen Student Game Awards including Game of the Year, was the winner of the Intel Buzz Workshop Seattle Developer’s Showcase, and was a finalist in the Strasbourg European Fantastic Film Festival Indie Game Contest!
You can download and play SubRay here.
If you want to learn more about the game check out our website or feel free to contact me!