Grim Fate Awaits
Team:
Credits
Engine:
TGE (In-house, C++/DirectX)
Unity as a level editor
Reference Game:
Hollow Knight
Production Time:
12 weeks (half-time)
Contributions
Pipeline: Establishing the pipeline between Unity and TGE.
Game Object and component system: Together with another programmer, designed the structure of game objects and the component system.
Gameplay features: Gems, enemies, camera zones, checkpoints, and breakable objects.
Animation: Implemented the animation pipeline and implemented the player, enemies, and breakable objects animations.
Visitor pattern: Implemented a visitor pattern to avoid dynamic casting.
Highlight
Pipeline
Graphics
We took inspiration from Hollow Knight and how they did with layers, and wanted something similar for our game. Level designers would place out colliders for the players and enemies to interact with, and graphical artists would decorate the levels based on the layouts. This workflow allowed us to quickly prototype levels, as well as letting the graphical style develop over a longer period with fewer iterations.

Showcase of Hollow Knights layer
The graphical artist wanted to be able to match Blender, Unity, and TGE. And the first iteration left small gaps viable in the game. But after a lot of back and forth test between programmers and graphical artists, we managed to establish a way for Blender, Unity, and TGE to match.
Later during the project, I updated the pipeline to allow us to be able to rotate sprites. This was requested by the graphical artists to easily set dress our levels, to skip having to make copies of a sprite in another orientation.
1.Blender 2.Unity 3.TGE

UML diagram of how the system was set up.
Animation
I took over the responsibility of the animation pipeline. The final iteration of the pipeline allowed the game objects to store more than one sprite sheet and to change animations at runtime. It was also incorporated into the component system that I also contributed to developing.
Gameplay Features
Implemented scripted event: camera, animation & sfx.
Charing enemy and Projectile enemy interactions.
Breakable object & Checkpoint.
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.



