Roles: Tech Lead (4 Weeks),
Proceduralism Programmer (8 Weeks)
Team Size: 3-10 (4 Weeks)
20 (8 Weeks)
Project Time: 12 Weeks
This project was split up into two parts: a concept phase of 4 weeks, and a production phase of 8 weeks. I created the initial concept with one designer and one artist and subsequently created a prototype (in UE4) with a team of 10, in which I made most of the turn-based and combat systems, alongside some prototyping for our levels. In the production phase (in Unity), I focused my efforts on procedural generation and level mechanics in cooperation with a level designer and procedural artist.
WarFair was a fascinating concept to work on, combining an over-the-shoulder view in a procedural cityscape with turn-based gameplay, with some squad elements - as the player controls two distinct characters in sequence. The procedural generation posed unique design and technical challenges, as the gameplay necessitated tightly-packed gameplay elements and thoughtful placement of obstacles and enemies.
Research, plan, and scope the technical aspects of the game
Prototype main gameplay mechanics and procedural generation
Tile system and implementation of visuals for combat, sight, etc.
Manage the technical side of procedural generation in an interdisciplinary feature team; creation of layouts and object placements based on design rules and constraints
Concept design, planning, system design
Problem-solving, practical prototyping, iteration
Unreal Engine shaders, trigonometry, tooling
Procedural generation, cooperation, quality assurance