Team Role: Graphics Programmer / Secondary Lead
Team Size: 4
Development Time: 1 month
A screenshot of the main menu, featuring a rotating planetary background and moving text!
When attempting to get the camera to follow the player, I managed to recreate a GTA V style cinematic camera which wasn't ideal but was cool nonetheless.
This was a prototype of the game after week 2, models were being created and imported aswell as shooting from the player.
Using the greyscale shader in action for a requirement on one of the assignments, though I didn't want to take it out cause it provided a nice retro look to the game.
The fan favorite wireframe mode in action, showcasing the low-poly models I created during the month for the project.
Displaying that the game was paused was actually one of the last second additions, our team lead Jerry had already made pausing functional, it just needed the display that I added in.
This was one of the times where model id's got mismatched during a build process. It was quite funny to see the player shooting out planes and bullets so I thought I would add it here.
For the health display system, I decided on using custom 3D Heart models that rotated.
One of the earlier implementations of the main menu that I managed to make, which results in incorrect model id's.
Some gameplay of our game in Wave 1, where the player bravely fights off the oncoming enemies!
Every entity model has a unique destroyed model that displays when they are wiped out.
A close up of the minimap. The player is shown as a purple square and the enemies are red circles to contrast the planet below.
Using 3D models for the text I was able to display the players score accurately each time it was updated.