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3rd Year Game

Spiritsweeper

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With SpiritSweeper, our team strived to create a commercial game within 8 months of development. We formed a company (Strange Folk Studios) and worked with industry professionals from Launchpad at Falmouth University during development.

  • Gameplay Programming
     

  • AI Programming
     

  • Created various Shaders & VFX
     

  • UI Programming
     

  • Misc. Coding / Systems

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In my pursuit to expand my skill-set and deepen my understanding of UI during my third year, I embarked on a mechanic called "Spirit trapping." This unique feature involved the player drawing on the screen to capture spirits.

I had little prior experience in UI programming, so I challenged myself to develop a system that not only incorporated a substantial amount of UI but also integrated it into the gameplay.

Development

  • Programmed spirit trapping, which I then refactored, and then was further redesigned into the new spirit trapping that we see in the game today. This includes: UI programming, AI programming, shaders, VFX and background and systems programming.
     

  • The Item Shop / Treehouse systems were also coded by me and reworked a couple of times to go with the redesigns in the middle of development. I pair programmed with a fellow team member on the original Item systems and tree-house systems (along with us planning with UML diagrams). The reworks to the shop I have done the coding for and one of the designers had worked with me on the UI art.
     

  • Various VFX work.
     

  • Money system + A quick save system for the money so that our demo all worked for the EXPO that year.
     

In conclusion, I’ve spent a lot of time refactoring or completely reworking systems to fit with our designs and reworks throughout development.

 

Item Shop

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