Undead Paradise

RoleTeam Lead / General Programmer
Team Size2
Development Time2 months
Undead Paradise gameplay

Contributions

Performance/Object Pooling Generic Resource/Timers Post Processing Weapon Inheritence
Editor Scripts Blockades Powerups/Perks

Performance / Object Pooling
  • Used Static Batching to reduce Batch Count for GPU rendering.
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  • Enemies follow a object-pool like design to reduce created/destroyed memory.
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  • Reduced calls to GetComponent, Start, and Update related functions (known for performance drops).
Performance / Object Pooling
Generic Resources/Timers
  • Provided easy callbacks to when resources/timers are manipulated.
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  • Helps reuse functionality for common resource pools.
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  • Custom timer avoids the use of update when not needed and simplifies logic in main scripts.
Generic Resources/Timers
Weapon Inheritence
  • All weapons inherit from BaseWeapon, a script containing all related weapon logic.
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  • Used in the four weapon classes; AutoFire, Singlefire, Projectile, and Shotgun.
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  • Helped reuse similar logic for reload, shooting, and storing weapon stats among all related weapons.
Weapon Inheritence
Editor Scripts
  • Rotating Tree editor script to uniquely rotate each tree in the maps.
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  • Seperator Attribute to help organize information within the inspector tab(s).
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  • Inspired to create more editor tools in later projects.
Editor Scripts
Post Processing
  • Helped create a unique look within the game with Bloom and Vignette Effects.
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  • Used a separate vignette to display health loss, increasing intensity the lower the player's health.
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  • Toggle for enable/disabling to help with performance on older machines.
Post Processing
Powerups / Perks
  • Powerups are simple collidable objects that grant specific abilities such as double points or refill ammo/reserves.
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  • Perks provide a player boost until they lose all their health, after a players death perks are sent back to their stand to be rebought.
Powerups / Perks
Blockades
  • Unlocks more playing area, turns on enemy spawners, and reveals available weapons.
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  • Linked Blockades help allow for either end of a pathway to be purchased once and not multiple times.
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  • Customizeable buy amount using a resource pool for points.
Blockades

Custom timer implementation

Custom timer implementation