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Skyreach

(Working Title)

Introduction:

Skyreach is the current version of our thesis game after several major pivots during development.

We went from city planningish gameplay to asymmetric 2 player co-op to our current version.

 

Official Website:

rainbowgoats.com

http://store.steampowered.com/app/461970/

 

Engine:

Unity 3D

 

Platform:

PC

 

Gameplay:

In this game, the player drive a vehicle while building the track to drive on at the same time.

The goal is to reach the destination before time runs out.

 

What did I do in this Project?

 

Throughout the development process of the first semester of the project, I realize that I am more passionated about doing ground level jobs like tools building, features implementation and bug fixing, etc.

And being the lead engineer is keeping me from doing that, therefore I decided to step down from that role and put more focus on my tasks of development.

Ryan took up the role after me and I think he is doing a better job then I did so I am really happy about that decision.

 

One of my major task on this game is to build and maintain an "import and setup" tool to smooth out the process to import new art-assets into the game.

Auto Replace Specific GameObjects

 

Replacing certain type of gameobjects in a scene with tons of different objects can be hairy and easy to make mistakes.

So I wrote a script that would automatically look for specific gameobjects and replace them.

Track Pieces "Factory"

 

In some point of the project, we were planning to create a sophisticated tracking building system, which involves a lot of different track pieces. Since there are a lot of them and they are constantly changing over the course of development, importing them and setting up in the game engine became a huge amount of workload.

With this tool, the user can specify the input and output directory, the import settings, and some of the prefab attributes.

And then the tool will scan through the input folder for all raw fbx files, modify the setup like model scale, material type, etc.

And then it will add the required components and generate a prefab for each model in the output folder.

Using this custom editor, I simplified a complicated and repetitive process into a 1-click process.

Lawrence (Technical Artist), Mate (Lead Producer), Leo (Engineer), Pinakin (Technical Artist), Yuchen (The Helmet, Engineer), Drew (Level Designer), Erik (Producer), Reilly (Artist), Cameron (Producer)

Omey (Engineer), Nick (Engineer), Ryan (Lead Engineer), JP (Game Designer), Aditya (Artist)

Earl (Lead Artist)

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