BATTLESHIPS COLLIDE - PORTFOLIO

What I did: Built and shipped the game completely from scratch. Created some of the assets including some UI, some models, some textures, some shaders, and imported the rest from the unity asset store and opengamearts, designed levels, progressions, and tuned major systems like game mechanics and monetization, hardware optimizations, and wrote dialogue. 


My very first released mobile game: Battleships Collide, a 3D interstellar space shooter.

I worked on this project as the sole developer using the Unity Engine. The first version of this project, its idea and first prototype began work in April 2019 and was completed in May 2020. The subsequent version began work on June 2021 and was finished in July 2021. Then was released on multiple app stores upon completion.

The first version of this game isn't exactly what I would call "My best work", as it had been a couple of years since I started learning how to make games with Unity and was about to bring my game idea to the world. It had a few "problems" which included poor control mechanics, graphics and quality. However, after some months learning the technical skills that are involved in game design, a more improved version was produced

SCREENSHOTS

Battleships Collide - Version 1

Battleships Collide - Version 2

CHARACTERS

Reinforcements

The player at it's full glory

HQ Boss

The primary villain of the game

Ship Hades - The main villain of the game

Level 1 Pirate ship

Level 2 Pirate ship

Level 3 Pirate ship

Level 4 Pirate ship

SUMMARY OF MY RESPONSIBILITIES

I created a space and sci-fi ambience by using space skyboxes provided by the unity assets store and sound effects made by edited recording of gusts of wind blowing by a speeding vehicle.

I created some of the assets used, this includes a 3D models like planets, force-field and nebula, UI, custom model textures, shaders and.

I took advantage of the unity asset store and opengameart for the rest of the assets needed to showcase a live and realistic sci-fi environment.

I wrote C# codes for the mechanics of the game including camera, animations, player and enemies movements, behaviors and dialogues, and codes that localizes the languages and optimizes the game based on the hardware it is installed.

I designed the game's concept using primitive 3D models and ran various tests to determine the most realistic sci-fi spaceship movements and controls. The spaceship movements and behavior were constructed to mimic a real life military aircraft flight but this time with much more control over the braking mechanics.

I designed and tuned major systems like levels, gameplay, UX, and monetization.


CHALLENGES FACED


Would you like a more detailed workflow to this project? Would you like to follow my thought process on this game? Well....would you?

Head over to the Development Guide

 During this project, I developed the following skills:

The most exciting feature about this game is the general star wars vibes this game gives off. Accelerate your ships and move at light-speed to a distant galaxy and help out the freedom fighters by defeating enemy ships, destroying asteroids and collecting various fragments scattered all over the galaxy. And, in the space of 2 months, I was able to effectively transform my "not so good game" in to a very well thought out and furnished "great game"