Tuesday, December 15, 2020

Parasitic Release

Parasitic Release


After 4-5 months of production, our game has reached its final form. The amazing work of our programmers, modelers, level designers, and leads all led to this moment. I'm still in awe of being able to work with such a great and talented team of people. 

Our programmers have made it all possible with their awesome coding skills. Chase had done some incredible work implementing a lot of the art assets from audio to animation to particle effects. Jeremy's work on the UI and fog system really creates the game's atmosphere, his vocals also star in our game as the enemies' damage sounds. Ryan's slope system still amazes me, it looks fantastic and is very easy to pick up and use. It's really cool to be able to use it with some of the terrains of my first level. 

While we worked individually most of the time, I'm really grateful for the support of my fellow level designers who are both efficient and responsive. Joe is definitely the mood maker of us three, he's very supportive and tries his best to help everyone out. Xander definitely is the most experienced out of us because he is most experienced in both level design and turn-based strategy games, his feedback was very useful during the annotation phase of our levels. A big thanks again to them for helping me out and being there!  

Of course, the art and feel of the game would not be possible without our modelers, Brandon and Devin. Brandon was our environmental modeler, creating the high-quality low polys of what's visible in the game's environment. Level designers are able to give a list of assets we want in our levels and he creates them in a way where they all feel the same, which helps with the game's immersion and looks. Devin's work of our character and enemy models really sells the game. The players are able to differentiate the characters from not only each other but from enemies as well. 

Each and every one of us had worked in such a smooth and friendly environment thanks to our producer and game designer, Dylan and Alex. They are constantly and consistently giving feedback, keeping up an active Trello board, and helping everyone out. It's thanks to them our game had a smooth production due to the concept and idea being fleshed out thanks to Alex and having an active work environment thanks to Dylan. I could not have asked for better people to lead us. 
 
I'm really thankful to have been a part of this amazing team of people. This is my first time working on such a grand project of this scale where it really feels like you are developing a game in a work environment. And we did make an incredible game! Thanks to the hard work of our team Parasitic is published and ready to play! 

Get it here: Parasitic

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