
A Sight to See
3 Different Levels



My Contributions
Me - Lead Programmer
Darryl McKinley - Lead Designer
Marcus Wilcock - Sound Designer + Level designer
Dilan Dunn - Level designer
Joe Webster - Character artist + prop artist
Alex Zlotea - Prop artist + set dresser + VFX
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What I Did
I created all the scripts for this game except the base character controller.
This would all include the enemies (from scratch to have a patrol, idle and chasing... as well as a form of eyesight on the actors), side effects (shrinked player, slippery feet and super jump!) , level changes etc.
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Furthermore, I also contributed by bringing all the levels together to create the beta and final version, and correcting some materials so that they would work with the raycast.

All Videos
What I Learnt
Throughout the process of this project I learnt how to communicate well within a team and check where others are up too, I learnt how to bring together different scenes in unreal engine to create more up to date versions, working within unreal engine and with its supporting blueprints.
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I also learnt the importance of Burndown charts and stand ups.
Burndown charts helped me greatly realise when I was doing too little work aswell as helping me with the work I still had yet to do.
Stand ups help the group realise where each other are with certain pieces of work and what is troubling them.
If I were to do it again
If I were to repeat this project I would definitely include the use of source control as I feel that it would unite the way the group moved so we didn't have to be slightly out of date with each other and have me pull it all together manually.
I would also have the group do more stand ups so we could figure out what we are struggling with and give our thoughts out some more.