Gameplay Programmer, Audio Designer
Luke Bodwell
Luke Bodwell acted as a gameplay programmer and audio designer for Daybreak. His work included melee combat mechanics, collision between the player and enemies, and sound design for trigger events, ambient noise, and background music.
Gameplay Programmer
Noah Darveau
Noah Darveau acted as a gameplay programmer for Daybreak. His work focused on an enemy spawning algorithm, an enemy AI state machine, enemy pathfinding based on waypoints, and blood splatter effects.
Gameplay Programmer, UI Designer, Level Designer
Nathan Klingensmith
Nathan Klingensmith acted as a gameplay programmer, UI designer, and environment designer for Daybreak. His work included implementation of the main character and enemies with their respective animations, the HUD elements and various UI screens, various landscaping and castle meshes, and the day/night cycle system.
Gameplay Programmer, UI Designer, Level Designer, Documentation Specialist
Matthew Selva
Matthew Selva acted as a gameplay programmer, UI designer, and level designer for Daybreak, as well as the documentation specialist for the overall project. His work involved assisting with the construction of the castle, the layout of the terrain, the implementation of the resource mining mechanic, and the creation of various UI elements.
Concept Artist, Texture Artist, Level Designer
Kirsten Roethel
Kirsten Roethel acted as a concept artist, texture artist, and level designer on Daybreak. Her work focusing on conceptualizing character designs, texturing finished character meshes, creating and texture castle meshes, and designing parts of the environment.
knroethel@wpi.edu
Character Artist, Texture Artist, Level Designer
Ian Scott
Ian Scott acted as a character artist, texture artist, and level designer on Daybreak. His work included sculpting and rigging 3D meshes for the main character and enemies, texturing the main character, and creating the level landscape and foliage.
iscott@wpi.edu