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Objective 6

Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.

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Project Purgatory - Original

    The earliest iteration of this was worked on by a couple of people from the arts department for the character design, the enemy design, and the layout, and a couple of people from the programming department for the coding of the game. The initial version didn’t turn out like all of us designed as we were just starting out and the original design was too complex for us to create in the timespan that we had. Especially considering that we had a multitude of other things to do all at once, including designing and creating the controller for it.

    It was great to work in a group to finish everything, even if we could only meet up 1-2 times a week due to a member or two living off campus. I stayed by the person programming when they were in the lobby working on the programming for the game itself so I could try and learn faster, and I learned quite a few tips to get started using Unity for myself. I’ll post the original iteration here instead of linking to the one I made so that some of their work is shown as well.

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Mascot Heroes

    When I came onto this project there were already 1-2 programmers that had been working on it longer than I had, and a lot of the groundwork had already been done. My main job was to get the main menu as functional as I could, adjust the scripts where necessary, and get a functional build up and running for Android since I had done some work in that area before with building to mobile. Well, when I was looking everything over, I discovered an issue that caused the entire app to crash when on mobile so I took that upon myself to resolve as best as I could while communicating with the rest of the team what the issue was and what I was doing to resolve it. I also communicated with and got the ok from the lead programmer to make copies of the scripts that were there so that I could work on consolidating them into fewer scripts so it would be easier to go through and find the bits of code needed instead of having to search multiple places before finding the code to be changed.

    So, if something needed to be changed for the player, instead of looking in each script that was associated to the object (there was about 10-15 scripts for the player alone with each one being a different aspect), you could look in one or two scripts to try and find the thing you were looking for. It also helped if you were trying to track something down from a script as you could look in the script and follow it back to where it originated instead of having to go through multiple scripts. I’m pretty sure that even though it took me a while to consolidate everything that it was appreciated, especially because I was getting my assigned jobs done and even adding in the changes to the copied/consolidated scripts that were made to the originals.

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Super Knockoff

    Most of what had been done here were grabbed from assets or using an online sprite generator, but 95% of what was done was me, whether it was finding the assets, writing the scripts, or building the level. However, the main thing I had to resolve was the fact that the sprite generator I had used for the player model contained no jumping or falling animations whatsoever. That’s where I’d like to congratulate my friend and game art/animation major Krist Stevens. He came through for me in a pinch when he had a ton of his own work and was able to create additional animations for me, which is something I could probably do in about 10 years which is WAY too long for me. Thanks to him the game was MUCH more animated than it would’ve been otherwise.

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​LINK REMOVED!!! WILL USE VIDEO EVENTUALLY!!!

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