Level Design:
My roommate
(Miles Marsh)
and I were in charge of and did all the level design for the game. The
game is a roguelike, so we had to put a lot of work into making
randomized play spaces that were coherent and fun to run around. I also
worked on the level design of the tutorial to make sure that the player
could get a feel for our game and learn everything they needed to.
Twitch Interactivity:
I was the sole programmer on making our game able to interact and
connect with the streaming service Twitch. It was honestly probably one
of the hardest things I've ever done. It was given to our team by the
professors
(Tyler Coleman
&
Graeme Devine) as a "pivot" to replicate what trying to get a game published
would be like. I used an Unreal Engine Plugin to make a fully functional
login system for Twitch, along with creating, testing, and balancing 11
unique Twitch commands for viewers to be able to use on the streamer.
Gameplay Programming:
Along with most of the other people on the team, we would all chip
in here and there when we could. I helped out a lot with the character,
their dash ablility, the sword weapon, the enemies, and the puzzles.