Broken Arm's UI, Enemies, SFX, Music and Scripting


Design Week is similar to a game jam; we are put into teams and tasked with making a game within a short amount of time.

The first day we spend pitching to each other games, then settle on the 2nd day.

From the 2nd-4th day, we work on the game, then 5th to showcase.

Here is my pitch for the first day.

Here is the pitch that was decided "Broken Arm"


Second day, where we work on the actual game, I worked on UI, 3D modeling, and Programming. 

This is my prototype making part of the game's Sci-fi UI, the unorthodox reload system, and the low-poly model of the enemy.

 

3rd Day 

I helped the environmental artist unwrap the map and taught how to texture with Substance.

I worked on the soundtrack, length of around 2 min 40 sec

I wanted to combine a bit of Doom, Castlevania, and Hotline Miami with this one. A track to blend well with the action and arcadey aspect of the game.

Merged my reload script into the project, then programmed the Music looping system.


 

4th Day

I helped the environmental artist again, optimizing the map by removing all the polygon faces that the player will never see. Then made sure it's all separate materials for the different sections of the map, to make it easier for the environmental artist, then finally optimized the map.


Created the Lighting for the game after.


Then made the VFX for the Blood and Shoot Particles.


Lastly, I had to integrate this into our game.  

Programmed the functionality for animations, sounds, and particles to work with the shooting, reloading, and enemy scripts. As well as for all sounds, I used an array of sounds for variation, as well as randomized pitch.

The 5th day, it's finished, we showcase the game.


Overall, I feel that I've tested many of my skills for this project. 
Programming, 3D Modeling, Texturing, Lighting, VFX, Sound Design, and Music Production. 
Especially programming, where I have never tried doing it with a team before.

Files

BrokenArm.zip 46 MB
1 day ago

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