Between February and May 2018, I worked on programming and implementing a vertical slice, based on a game design document created by fellow student Sam Clay. While my team designed and created assets for the game, I handled a variety of programming tasks, such as creating a procedural ocean wave system (with level-of-detail vertex culling), three-dimensional player movement (in air, in water and on land, with bespoke collision detection), boat movement (reacting to waves and variable wind direction procedurally), linear dialogue and quest tracking. You can find the full development process documented at mopswithoutborders.wordpress.com .
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