2 minute read
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Production Summary
- 23 total developers
- 11 artists
- 7 programmers
- 4 designers
- 1 musician
- 3-semester project
- My roles: Tools Programmer, Gameplay Programmer, Build Master
- developed in-editor tools to help artists and designers with their pipelines
- integrated FMOD and Wwise (the latter replaced the former) to meet audio design specs
- developed the base camera and player controllers, including their connection to the UI
- prototyped several game mechanics, including the player’s sand dodge and several enemy attacks (sand wave, lightning)
- created scripts to automate nightly builds
- helped integrate the Steamworks.NET library and implement Steam achievements
Awards!
Metamorphos won 1st place internationally in two distinguished categories:
Intel University Showcase - Best Visual Quality 1st Place - 2021
Unity Awards - Best Student Project - 2021
Gallery
Final Cut
More screenshots on Steam!
In-Dev
Below: One of my earliest development sandboxes, depicting the working player rig, UI, and obstacles for testing the player controller.
Below: My sandbox testing the lighting and collision meshes in the prototype boss room
Below: One of the ways I contributed to a more data-oriented process is the development of hierarchical blackboards and generic lookups, all easily tweaked in the editor.
Below: Another way I empowered our non-programmers was by creating plenty of optional function call hooks arrangeable in-editor.
Below: I also helped the artists do some mathematical color analysis on their textured models.
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