Finalist at IEEE GameSig 2012.
What I did:
  • Acted as the project manager and lead programmer on Godfighter, a 2D, four player networked sidescrolling game where the objective is for three players with complementary abilities to outsmart the powerful God player and get to the end of the level.
  • Started and completed the first project in the UC Irvine Video Game Development club with networked multiplayer.
  • Implemented Agile development concepts including pair programming, iterative development, focus on face to face collaboration, and biweekly scrum-style meetings.
  • Through effective tasking and organization, surpassed our 7 week prototype milestone goals.
  • Researched and switched the team over to Scrum development with 2 week sprints to encourage iterative implementation and cross-discipline collaboration.
  • Administrated a Fogbugz database to track bugs and features for the entire team.
  • On a daily basis, worked on system design, programmer tasking, and teaching the less experienced programmers general and game-specific coding concepts.
  • Implemented quadtree based terrain deformation which reduced average draw calls from 20,000 to 700.  Did many code optimizations with a profiling tool.
  • Gave bi-weekly talks on programming concepts.  After three months of development, I requested other team members to share their knowledge on interesting concepts and tools to the team.  This continued until the end of the project.
The following video shows some of the in-game tools I developed for our team members.

[box] This is a video of the game that was used for submittal to GameSig, a game competition for colleges in Southern California. The God player is able to manipulate the environment drastically, moving the terrain up and down, spawning enemies, freezing players in place, and creating thick fog that the players can’t see through without the scout’s flashlight or flares. The runner team, composed of the engineer, the scout, and the gunner, all have unique abilities to overcome the formidable abilities of the God. However, if they plan to survive, it is imperative that they work as a team. [/box]

[box] We spent the first seven weeks of the project conceptualizing, developing, and testing a prototype. The prototype includes working 4 player networking, original art, all major abilities, a dynamic camera, a basic level editor, and configuration tools for the designers to test and alter game balance. A prototype was created in the first seven weeks. It has since been refined and released as publicly (details at ).The game has come a long way since then![/box]

[box] This prototype was built to test features, enable early game balance, and discover what our biggest challenges will be for development of the real game.[/box]


[box] The objective is to get to the end of the level without all players being stopped by the god player or killed by the wall of lava behind you! The scout is able to move quickly up obstacles, but the engineer is able to drill right through them. Every player has a minimap at the top right that shows the wall of lava, the runner positions, and their camera’s position within the level.[/box]


[box] The engineer’s bridge ability, useful for getting across ditches, especially those with enemies inside![/box]


[box] The God player has a limited amount of energy to build moutains and ditches. The UI helpfully displays particles for how high the mountain will be, and text notifications for when the energy is too low to make the mountain. The god’s energy is represented by the bar at the far right of the screen. Unlike the other players, the God can move his or her camera freely through the level. [/box]


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