
Hell of a Rescue
Developed in Unreal Engine
"Hell of a Rescue" is a 2.5D isometric adventure/ strategy game where you play as Rufus, a punk rock deadbeat musician, who must cross corporate hell to find and save Euri from abandoning music forever and selling her soul to her workplace. Developed in a large group as part of my Masters in Professional Game Development.
Key Contributions
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Player Movement & Mechanics
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Puzzle Mechanics
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Audio Programming
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Tools Development
During development, I was responsible for ensuring the player experience was fun and refined and interactef with the world in a seamless way. Also, I created many design tools to improve the testing and balancing phase for our designers.
Player Movement & Mechanics
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Player can move around by clicking or holding the mouse button, inspired by Baldur's Gate 3 and LOL.
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Objects will be highlighted if they can be interacted with to progress puzzles or talk to NPCs.
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The player has the many abilities. Dash, Area Search, and Area Stun are all controlled by a cooldown manager and help the player find hidden objects, slow enemies, and move around faster.


Puzzle Mechanics
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Completing puzzles offers an alternative route to completing each level.
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Most puzzles are interacted with by using the bottom row of keys on the keyboard, which acts as a scale for the player's omnichord
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The game keeps track of the number of puzzles completed to determine the game's ending.
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Puzzle manager controls puzzle completion states and updates world objects accordingly.
Audio Programming
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Collaborating with the audio team, I developed an audio manager that can be called to dynamically change the music based on the game's hidden violence score.
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Player abilities use Unreal Engine's Quartz Clock to sync to the beat of the music. Similar to a system used in Hi-Fi Rush. Player windup animations stretch or squeeze to land on time.

Tools Development
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I updated and iterated on many tool systems to help designers during development.
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Early tools involved creating data assets containing variables for player abilities and stats.
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Later tools involved direct CSV spreadsheet integration for easy adjustments to a build and a hot reload feature for rapid testing.
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I created many cheat codes to speed up testing of narrative conditions and specific levels.