top of page

CAL.CIUM

Platform:    

Windows

Engine:    

Unity

Role:    

Gameplay Programmer

Team size:    

6

Time taken:    

6-8 months

Tools used:    

  • GitKraken

  • Word and Excel 

  • PowerPoint

  • Magix Music Maker

Problem Statement

A team project where we were expected to create a Zelda-like PC game. We decided to incorporate the melee combat and the metroidvania like level design philosophy.

What is the game?

Cal.cium is a top-down fighting game made for slightly mature audiences. It features dark humour in it's narrative and was highly applauded for it's visual aesthetic and fluid gameplay.

The game boasts one of my longest gameplay lengths in any college projects I've ever worked on. It was also the longest development timeline I worked with. This is the first time I worked with a full artist team that included a shader programmer. Having a team that was constantly in touch with the project I learned GitHub's version controlling as well

We took references from Hyper Light Drifter and Hotline Miami.

Note that this project is a part of my second year's final jury at Rubika Supinfogame.

Features​​
  • Juicy and fluid gameplay

  • 3 levels with unique settings

  • High quality visual appeal

  • Added controller support

  • Playability support in two languages (ENG and FR)

Contribution
  • Pitching and conceptualizing the game 

  • Rapid prototyping of the concept

  • Gameplay programming of almost all the mechanics

  • AI programming of all the enemies and puzzles

  • First draft of the level design

  • Collaborating with the artist over art direction

  • Composing support soundtrack

  • Version control and release management

bottom of page