
Wake From Death is a third person shooter created by a team of 6 students in the span of roughly 3 Months. In the game, the player clears out procedurally generated rooms of enemies using munitions that they create themselves. These munitions of a variety of different properties that can be mixed and matched, and new properties become available as the player clears rooms.
The core of my work on this project was in the creative and programming department. I duties include determining and documenting the game’s design and assisting in the creation of the necessary code for many of the systems.

As the creative lead, I first took in the ideas and opinions of each team member. During the initial design meeting, I helped narrow down the ideas by setting the minimum requirements for idea to be pitched and aiding in trying to consolidate ideas that appeared to have complimentary ideas.
After the initial design meeting, another team member and myself began writing the documentation on how each system should work in the final product and began creating a prioritized task list. From then on, my role as the creative lead was to continue expanding on the core system and to determine when it was appropriate to change or add any elements to the design.

Along with the role of creative lead, I was also tasked with handling the programming of the procedural level generation system. The system was capable of generating rooms by combine various assets created the art team. It could then store these room layouts and load and unload them as needed. The load and unload system was able to operate without any noticeable performance issues and aided in reducing how much the game needed to manage at a time.
Aside from the procedural level generation system, I also assisted in the creation of several munition effects and temporary player power ups, as well as assisting with bug fixing and performance optimization.

Since the project’s completion, no further development has been done. Some elements of the original project have been iterated on in smaller games made during game jams