DEVELOPMENT
Game Engine: Unity 3D
Optimized for Oculus Quest Wireless HUD
Built on Windows
Team Size: 11 people
Development time: September - December 2021
Professors: George Heitzman and Seunghyuk Jang
RESPONSIBILITIES
Project Manager, 3D Asset creator, basic C# programmer
As Project Manager, I was in charge of assigning tasks, organizing the Trello Scrum board, and staying in communication with team members to ensure efficient and smooth progression towards each one- or two-week Sprint goal. On top of Project Manager, I also created many assets for in-game use, involving interactable prop objects and environmental objects. I also coded simple scripts in C# to allow for gameplay elements such as interactive puzzles.
NOTE: HUSH requires either an Oculus Quest (1 or 2) or an Oculus Rift, an Oculus Link cable (if using a Quest), and a powerful computer for best results.
PROCESS

2D Photoshop render of final gameplay view

HUSH Prototype playthrough video - including the first puzzle (lighting 3 candles in order), completed October 3, 2021

HUSH Alpha playthrough video - including the Ouija board puzzle with controller haptics, completed October 18, 2021

PROJECT MANAGEMENT
As Project Manager, my responsibilities included:
- organize tasks on Trello board
- communicate with team leaders regarding weekly goals and progress
- organize Google Drive folders
- informing project members of changes
- coordinating with the Game Producer to discuss changes and communicating with team members
- hold weekly meetings to allow entire development team to get updates on progress
- create plan with product backlog
- estimate project completion and milestone dates

Gameplay and puzzle flowchart

Trello Scrum board

3D ASSETS
As a member of the Prop creation team, my responsibilities included:
- modeling low-poly geometries in Maya
- creating UVs for optimal texturing
- texture objects in Adobe Substance Painter, utilizing layers
- importing models and textures into Unity to ensure quality during gameplay
- utilizing Maya and Unity to show meshes and textures properly (Maya - soften/harden edges, Unity - calculate mesh normals)
- co-ordinate with programmers and animators to create assets that allow ideal interactions

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