During my 4th year of studies, I was the producer and programmer for Dead on Arrival, a couch competitive action packed racing game. The game was made over the course of 8 months in the Unity game-engine.
In April 2024, we took our game to the Level Up Student Showcase in Toronto Ontario. There, we took home first place in the People's Choice Award out of over 160 other student games!
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I was the producer during the 8 month development cycle of Dead on Arrival. This role had me managing and solving disputes among members, having one-on-one meetings with members, and planning tasks on a week-by-week basis. I also spear-headed our marketing for our showcase booth, which included working with our artist on our custom made jackets, designing flyers for the event, and creating the many cardboard cutouts around our booth.
Using Unity's new input system, I setup a local 4 player lobby scene and allowed for up to four players to play our game. I also implemented async scene loading and screen transitions to seamlessly load the players into the game from the main menu. This also includes player confirmation on important loading screens.
Using a dual ray cast system, I calculate if the player is inside a building during the boost, and provide a constant forward momentum during building phasing. I dynamically shift player's physics collisions and swap camera rendering to a custom screen space disolve shader.
Inside phase mode, buildings are rendered as custom flame particles I developed alongside a screen space depth texture, rendered in purple. The goal of this render mode was to contrast the main gameplay while providing players an easy way to see where they are going as they phase through buildings.
Alongside our PC release, I also was in charge of optimizing our game greatly, to allow us to port our game to a native Linux release. I had to also rework many of our rendering features to have them run seamlessly on Linux hardware