Shroom Slayer

Shroom Slayer

Shroom Slayer

This was a project where we designed an axe throwing game to be played in VR. Over the course of this project I further developed modeling and texturing skills in addition to working as a SCRUM master to help keep my team on track.

This was a project where we designed an axe throwing game to be played in VR. Over the course of this project I further developed modeling and texturing skills in addition to working as a SCRUM master to help keep my team on track.

This was a project where we designed an axe throwing game to be played in VR. Over the course of this project I further developed modeling and texturing skills in addition to working as a SCRUM master to help keep my team on track.

Rendered in Unity
Responsible for several assets including mushrooms, gloves which served as the player hands, and project documentation

Rendered in Unity
Responsible for several assets including mushrooms, gloves which served as the player hands, and project documentation

Rendered in Unity
Responsible for several assets including mushrooms, gloves which served as the player hands, and project documentation

Planning

Planning

Planning

We broke our workload down into sprints in order to better plan our approach to the project. This helped us to better allocate our focus and time in order to be as productive as possible.

Modeling

Modeling

Modeling

My main focus was modeling the mushrooms at the beginning in order to have a variety of options to work with. The gloves were worked on later in order to make the player hand feel more at place in the game.

Animating

I set up a basic mushroom death animation in order to test ways of making the mushrooms feel like they were reacting to the players actions during gameplay. This was tweaked later for the final game once we agreed this would be a good way of making the mushrooms more reactive.

Final Product

Final Product

Final Product

The final game was polished up and refined in order to make the gameplay experience more engaging. We added a radio system for music and dialogue, a score system to track progression, and clean up the animations during gameplay. The game ran smoothly during final playtests and was able to be packaged as a playable .apk file.

Overview

For this project I wanted to focus less on modeling and more on designing and populating an environment in order to create an immersive setting for a cinematic. After the core scene was set up I went and begun working on the lighting to create a better atmosphere and make the scene feel cozy and well lived in. Once the scene had the feeling I was looking for I begun working on camera animation and effects. When all of that was done I exported the cinematic and added some extra effects like the VHS overlay in before rendering the final sequence.

Final Takeaway

This project helped me become more comfortable with environment design and lighting in Unreal Engine. It also helped me get a better grasp on using the Unreal Engine Sequencer to perform basic camera animations. I was quite happy with how my first dedicated environemtal cinematic turned out.

Overview

Overview

For this project I served as SCRUM master where i was tasked with ensuring my team was able to focus on completing project goals in a timely manner and to make sure we were able to stay on track and deliver a solid final product. I also worked on modeling and texturing assets for the game as well.

Final Takeaway

Final Takeaway

This was a more straightforward project that allowed me to get some experience in a management position as the SCRUM Master. I was responsible for making sure our time was well spent and that we were able to adapt accordingly if things we taking longer than expected. I had to keep the team on track if problems arose and make sure that we were staying on schedule in order to complete the project by the deadline.