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Drosera

Programming Lead

Drosera is a twin-stick shooter rouge-lite with a strong narrative focus. After being dropped onto an alien planet, it is your objective to retrieve the hyperseed and escape. The only issue is that once you grab the hyperseed, the seemingly passive lifeforms become aggressive and will do whatever they can to stop you. Drosera was developed over the course of the Fall 2020 semester by a team of 40 students.

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During this project, I had the opportunity to serve as the team lead supporting 8 other programmers. As lead programmer I ensured the teams tasks were on track, and I provided assistance and insight where necessary. To regularly check in I would have a Scrum meeting twice a week. Additionally, I maintained a general overview of how the game systems should mesh together, making sure the programmers developed their systems with this in mind. This extra bit of forethought confirmed that the game’s framework was structurally sound, and allowed for easy implementation of vfx and sfx. 

 

Another responsibility of mine was managing the source control. This project was hosted on GitHub with everyone on the team using the GitKracken GUI. The full development team had direct repository access for the project--many of which had never used source control before. Although there were occasional conflicts that could corrupt a Unity scene or prefab file, I was able to resolve most issues and recover corrupted files as necessary. I'm proud to say that as far as I'm aware no one lost any significant work due to Git issues.

 

I also played a role in the development of a variety of the game’s systems, such as the game manager, the tutorial, and the win and death states. I primarily helped combine several systems from other programmers into a comprehensive build and aided the implementation of sfx, vfx, and other art. For instance, when you acquire the hyperseed, the game freezes time, shakes the screen, and plays a rumbling sound. I set up some code to help run through this scenario, using the screen shake and interaction scripts from other team members and using a sound effect from the sound team.

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Lastly, I led Drosera’s play testing and bug fixing efforts. With help from the UTD Quality Assurance Organization, we would thoroughly test a current build on a biweekly basis. Bug reports were generated for each issue, and then I would pass them on to the appropriate team members to be fixed. Additionally, I would investigate the root causes of more significant issues when the bug reports were lacking information. For instance, I tracked down the causes for frame rate slowdowns during play. This once led us to an overhaul of our shader/lighting system, and another time to fixing unknown errors in the enemy AI scripts.

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