Garganta (created in Unity) started off as a final year project for RMIT by me and 3 fellow students. By the end of the semester and submitted it, we collectively decided that we wanted to continue development. Ever since then, Garganta has been featured in PAX 2023 as well as an ACMI display in beta form. We plan on releasing it around March of 2024, as our studio's first commercial full release on Steam.
The game is a fast paced 3D precision platformer influenced by Tsutomu Nihei's works, especially his manga series "Blame!". In it, you embody a silent protagonist in their journey through a mega structure with the quest of saving humanity from an unseen villainous AI, who went mad in its pursuit of knowledge.
In this project, I perform a number of roles, since the team consists of only 4 people. Namely, my main responsibilities involve:
Production: I am responsible for the timeline planning of production, keeping track of important deliverable dates and events, assigning tasks to each team member in weekly sprints, shift dates and tasks around whenever needed and log everything dynamically through Trello.
Programming: Using C#, I support the lead programmer of the project, Nathan. Mainly I do anything that isn't menu and character controller related. For example, I coded many of the traps, the respawn system, the event systems for cutscenes, all the interactable triggered events, etc.
Game Design: The gameplay loop and how it is executed, especially the balance of gameplay with narrative, was in large part an idea that I came up with, but which of course was polished and refined adequately with the collaboration of my teammates.
Animating: Every single animation in this game is done by me. All the character animations, cutscenes, triggered events, etc.
Sound effects and Music: Every single sound effect in the game was created by me, such as the character's movement, the ambient background sounds for each level, each object's sound effects when interacted with, etc. I help creating the music in collaboration with Josh Hickman and Thomas Fasham. I also voice one of the main characters, 101.
VFX and Shaders: Most of the specialized shaders, particle effects and post processing are done by me. For example, the dust particles, the explosions, the black holes, etc.