Byte Size (Pricey)
About
For my final university project I chose to create a vertical game slice as the sole developer. This meant that I was to be responsible for creating all aspects of the project; from scripts to 3D assets. I decided to do this to test a range of skillsets that I had learned over the previous 2 years of my course. After brainstorming project ideas and concepts I decided I would make use of both 3D and 2D gameplay in a stealth based game set in the near future where AI has been implemented in a range of devices and unified in a network. AI development company 'AI Net' have been building their influence through this increased dependence on AI and have launched a global hostage situation. The player is a small, older model AI robot, that never had network access, with the objective of retrieving data from servers while avoiding detection. Initially named 'Project: Rover' it would come to be officially named 'Byte Size' towards the end of the project (which consists of 8 characters much like how a byte contains 8 bits).
Throughout the project I learned how to create features such as a dynamic interactable map, Line of sight player detection, and enemy distraction. As well as this, I also gained experience implementing Wwise (an audio solution for games) into my project when I was given the opportunity to collaborate with a music student at the university later in development.
I decided it was best to keep the project's art style quite simple since I would be "wearing a lot of hats" so to speak and would need to distribute my time wisely.
My 3D assets were created with the polycount in mind thus I used baking and other texturing techniques to keep it as low as I could while still creating good looking assets.
Overall, there's a lot I'd have liked to have done with 'Byte Size' before the submission deadline but I gained valuable experience creating new, unfamiliar game mechanics as well as increasing my understanding of the whole game development process.