Martyn Evans
Emerging Generalist Programmer & Level Designer
marty.p.evans@gmail.com
Genre: Arcade, Shooter, 2.5D, Sci-Fi.
Release: 18th August 2021
Development Time: 8 Weeks
My position: Project Leader
Oversaw the deadlines being met by the team.
Delegated tasks to appropriate members.
Ensuring the project stays within scope and retains the original vision.
Contributing programming, sound, design and all 2D and 3D assets.
Other team members were Josh Christie who was a programmer for the project.
Quietus was developed by a team of two (originally four). It is the result of a student project where we were tasked to create a spirtual successor to Devolver Digital's Luftrauser.
I was responsible for implementing a variety of systems into the project, the mission variety, the customisation options, weapon and ability systems. The mission system allows players to complete tasks and receive a reward depending on the challenge of the task. The customisation system allows players to choose how to approach their playthrough, allowing 256 load outs, each part has its own unique stats.
I was also responsible for all the models in Quietus, from enemies to UI. All of the backgrounds in Quietus were rendered in Blender using the same textures found in game.
I used, and learnt, a wide range of techniques. From unwrapping UVs effeciently, to ensuring normals are correct to keeping polygons at a low/neccessary level.
Pictured: WIP of Quietus, 31st Jul 2021.
The UI was another responsibility for me, creating a captivating and easy to read user interface for the player. From the main menu, the customisation and the in game UI, I had to make sure the UI fit the theme of Quietus. Utilising both 2D and 3D assets in the UI, I was able to get the look and feel I was aiming for.