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CAL.CIUM

Platform:    

Windows

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Engine:    

Unity

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Role:    

Gameplay Programmer

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Team size:    

6

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Time taken:    

6-8 months

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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.

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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.

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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

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We took references from Hyper Light Drifter and Hotline Miami.

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

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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)

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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

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