This was my sophomore year team project where I worked in a relatively broad Game Designer capacity: Technical, Systems, UI/UX. First semester I've primarily worked on the design documentation for the game, as well as a Unity prototype that fully showcased most of the gameplay that can be seen in the shipped version. Second semester we've moved everything to the engine our programmers have built in the first semester, including some further polish, accounting for the differences in physics engine Unity was using versus the physics engine we had in our custom engine, and a wide spectrum of other challenges of porting a game from one engine to another. I've also worked closely with my art team to help them create assets that would work well with the design intent, and later to create the art assets for the UI wireframes I have created. You can find a short recap of what I've done on this project below.
Scripted the majority of the internal Unity prototype in C# to provide the programmers and artists with a reference and proof of concept.
Built UI wireframes using Unity for the entire project.
Collaborated with other disciplines in the team’s custom engine.
Designed the attack/movement system and partnered with a co-designer on polish and implementation into the custom engine.