WILD WILD WETLANDS

3D ACTION PLATFORMER | UNITY ENGINE | TEAM SIZE: 18

AUGUST 2022 – APRIL 2023 | JUNIOR YEAR OF COLLEGE

For this project, I worked with 17 other students to create a 3D platforming adventure using Unity 3D engine. We were a multi-discipline team of programmers, game designers, artists and we had a music/sound composer too, all working and communicating to support each other. I’ve always been enthusiastic about working with game math, so I stepped into the role of doing physics programming for the game’s grapple mechanic:

– I added custom physics to our Unity 3D game in order to make it possible for the player to swing off grapple hooks. I landed up disabling unity’s physics systems (only during the moments in which the frog was attached to a grapple) so that my code could take control and make the character move the way we wanted.

– The logic I wrote simulates the grapple’s physics from scratch in three dimensional space, including the radial motion, the momentum and the loss of energy. Here is the grapple in action:

It was definitely one of the most energetic teams I’d ever worked on. When making this grapple, I kept getting feedback from some of the designers on the team about how I could make the gameplay of the grapple more enjoyable. I’d iterated on the mechanic, turning their suggestions into reality, making the grapple grow into an enjoyable mechanic as a result. The challenge of making it reach that point was one of my favorite things about this project. I contributed to several other engineering tasks as well:

– Using Unity’s raycast to make a usable targeting system that the player could use to aim their grapple.

– Working with WWise to integrate audio assets into the game.

– Making the game camera’s “wall running” behavior for when the player ran on walls.