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I. Game concept:
This project aimed to create a 3D-brawler game. With my team, we decided to bring the "3D" aspect into the spotlight by giving the character high horizontal and vertical mobilities through his abilities: high move speed, high jump, long dash, and fast vertical fall ability. To encourage the player to be mobile, we also made all these mobility abilities his attacks. The jump brings enemies into the air, the dash pushes them back, vertical fall brings them down with the character. In order to attack the player has to move and vice-versa.
The enemies were designed to match player's movements: the melee enemy rushes the player and releases a large explosion, and the sniper shoots a fast and long-range laser beam.


II. Personal contribution
Our team was made up of 5 game designers so we all participated in the design of the combat system. My role was mainly technical. I spent most of my time working in Unity.
Enemy Design was on me, so I programmed the enemy's group AI and the enemies themselves according to our team's decisions. In order to make fair, fun, and interactive fights., I had to take into count movement speed, attacks' hitboxes, timers, delays between attacks, and conditions to trigger the next attacks. It also brought me to do a lot of testing and made other people play to have diverse feedback on the game feel.
My second task was making fights' visual and sound feedback. I implemented all the soundtracks of the game from background music to enemies' sound effects. After that, I made a sound manager allowing me to easily balance all sound sources. Lastly, I polished the game in order to make it juicier with particles and other effects like time freeze and more sounds.
III. Post-Mortem
This project taught me the importance of having easy-to-use tools for teammates. Firstly, my team couldn't understand what my code was doing because I omitted to create an ergonomic structure that lets teammates have an overview of the code flow with its variables. I spend now more time commenting on my work in order to give it better accessibility.
It was also my first experience designing a fighting game, I discovered the basics of combat design while conceptualizing the dialog between character's and enemies' abilities. It aroused my curiosity about combat design and gave me the motivation to learn more about it.
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