Treasures Through Time
Team:
Credits
Engine:
Unity
Reference Game:
Lara Croft GO
Production Time:
6 weeks (half-time)
Contributions
UI: HUD and pause menu.
Gameplay features: Enemy logic, pressure plates.
Optimization: Using a Sequence chain instead of an Update to save on performance.
Perforce: Assisted other disciplines with Perforce issues.
Highlight
UI
Implemented the “tutorial” swipe, HUD & pause menu

Diagram of the sequence chain logic
Optimization
The main objective of Game Project 2 was for us to learn about optimization.
To save performance, we programmers decided to try to avoid constantly updating game objects. We instead used us of a sequence chain. The chain has 2 phases: Activate a lever or move. The rest of the sequence starts after the player has moved.
Firstly, the player checks its interaction with a static enemy. Next, execute environment changes like pressure plates and pitfalls. Lastly, it’s the moving enemy’s turn to execute its logic.
Static enemy interactions
Moving enemy interactions
Pressure plates
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.



