2 minute read
TIP: trailer will start muted—unmute it for the full experience!
- single-player, 2D underwater combat & exploration game
- Runs on PC Desktops (tested on Windows XP+ and Ubuntu 10.04)
- Built in an entirely custom engine w/ a full-featured editor
Production Details
- Team Size = 11
- 5 programmers
- 4 artists
- 2 designers
- Production Duration = ~7 months
- (first ~4 months dedicated entirely to the engine)
- Levi’s Roles:
- Co-Producer
- Engine Architect (C++)
- Editor & Tools Engineer (C++ and Python)
- Gameplay Programmer (Python)
- Levi’s Top 3 Contributions:
- Designed and implemented a fast, feature-complete, and designer-friendly engine/editor.
- Embedded a custom Python interpreter in our C++ engine that could match the runtime performance of Lua.
- Contributed 67% of the codebase and 77% of all documentation.
- Final Grade = A
Made with PyroEngine
For various reasons, I split this team project into two pages:
- the game (this page)
- the engine and editor (see: PyroEngine)
I am most proud of my contributions to the engine and editor, but that’s not all I did.
Read on to hear about my contributions to the game Abyssal itself.
I implemented the following using our Python scripting frontend:
- the player controller
- enemy controllers & AI behaviours
- global game state (similar to a “Director” pattern)
Additionally, to ensure that our designers could do their part in using the editor and scripts, I made sure they had excellent documentation for… well, everything.
- It was over 100 pages, and included thorough examples, errata, and references.
- The designers confirm that without these docs, they couldn’t have made Abyssal.
- If it interests you, you can view the primary PDF here.
Outtakes
In my experience, most game projects have a non-empty cutting room floor for their initial launch. It’s sort of a mark of good game developers, in my opinion.
We sacrificed many cool things in order to meet Abyssal’s rather tight deadlines, but the one I feel deserves a spotlight most of all is our beloved Scythefish~
Partial combat:
Scythefish Artist: Hannah Dunlap
And then of course we have Skin Chicken…
… Need I explain?
The Polite Pyro Team
NOTICE: This section is not part of the portfolio. Just taking a moment to acknowledge my old friends/teammates.
From left-to-right:
- Megan Davis (programmer)
- Kai Oliver (artist)
- Dimitar Dinkov (programmer)
- Hannah Dunlap (artist)
- Hannes Van Wassenhove (artist)
- Andrey Ponomarev (programmer)
- Levi Perez (programmer)
- Marshall Hefernan (designer)
- Hsiang-Hsuan “Bread” Tung (programmer)
- Damon Cooper (designer)
And unfortunately not present for picture day:
- Chris Shell (artist)
Abyssal and its underlying technologies are Copyright ©️ 2019 DigiPen Institute of Technology.