JEREMY DAVENPORT - GAMEPLAY DESIGNER
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Cosmic Angler

NOTE: Any skipping in the video is due to the program used to record the video, not from the game itself.
​Engine: Unity
Players: 1
Genre: Fishing, Third Person Shooter
Development Team: 5 people (including me)
Game Summary: Players take control of a retired space marine to travel across the galaxy to different wormholes and catch whatever fish, creatures, or objects that they can. Sell the caught fish to the shop for the player to purchase upgrades to their gun and boat to travel to new wormholes.

Developer Role Summary:
  • Designed and documented the core gameplay loop. Created documentation detailing combat, player interactions, shop upgrades, player progression, enemies behaviors and rewards for catching/defeating them.
  • Created a playable prototype showcasing gameplay.
  • Scripted, with C#, the menus, upgrades, and shop interaction for the final build.
  • Acquired sounds and music for the game. Edited them in Adobe Audition.
  • Acting as the team's producer as well, I set up and managed everyone's tasks in a task management software, similar to Jira. Logged hours, set up team meetings, managed weekly sprints, discussions, and performed a market analysis for the game.

Initial Concepts

NOTE: Any skipping in the video is due to the program used to record the video, not from the game itself.
The Prototype: I created a prototype showcasing the main ideas of the game and received overwhelming positive feedback from the team and other people. I learned that describing an idea can work in getting a game across, but seeing everyone smile and laugh at the idea in a basic prototype really gives the feeling that we're on to something good.

Development Changes

Visual design document of the upgrades and menus.
Visual design document detailing early gameplay.
Visual design document detailing fish, hazards, and rewards.
Documented gameplay loop.
Iteration: After the initial prototype, we had to start making changes to have the player feel more in control. I had a power throw mechanic in the game to give the feeling of not having a lot of control where the line goes and dealing with what happens, but taking it out and accurately throwing it somewhere made it feel more satisfying. In fact, there was also a dash added to the boat for the player to use while hooking a fish to avoid the garbage. This gives the player something to split their attention and increase the tension, while also making them feel good for successfully dodging space trash while holding onto a fish. All fitting into the theme of being a retired space marine that is still skillful in retirement.

What I Scripted: I had scripted menu interactions on prototypes before and thought I could help take care of smaller tasks, while my team worked on other tasks. I made the splash screen interactions, the fade-in and fade-outs for scenes, the main menu screen with the market, and the upgrades to check the player's money and to apply power upgrades to the gun upon purchasing them.
I also made the debris acting as hazards for the player. I made the wormhole shoot out garbage during gameplay and apply damage to the fishing line when the player hits them.

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