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Operation Exodus

Developed in Unity

"Operation Exodus" is a fast-paced, top-down looter shooter where players must loot, upgrade, and survive to reclaim their ship from a deadly symbiote. Developed in 3 months by a team of 8 as my 3rd-year Professional Project.

Key Contributions

  • Enemy AI & Behaviour

  • Animation Programming

  • Audio Programming

  • Tools Development

During development, I primarily concentrated on designing captivating AI enemies for players to face. Additionally, I dedicated time to building efficient tools for game designers and optimising systems for seamless interaction with Unity's audio and animation features.

Enemy AI & Behaviour

  • Each enemy type within the game inherits from a common base class.

  • The base class holds all the references for each enemies class-based state machine.

  • This code snippet showcases the enter state logic for the boss attack state.

  • Upon entering the attack state, the boss randomly selects an attack before performing it and then returning to its chase state

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Audio Programming

  • This code snippet showcases some functionality of my audio manager.

  • As there will only ever be one sound manager instantiated at a time, I make use of Unity's singletons

  • This PlaySound() function is able to be called from anywhere in the code base.

  • The manager creates an audio source object with a specified audio clip (referenced using an enum) and plays the designated sound.

Tools Development

  • I designed the audio manager to be as easy to interface with for designers.

  • Designers are able to change the audio assigned to each sound effect by simply droping in the new audio file within the Unity inspector.

  • I also created a tool to allow designers to experiment with the game's lighting.

  • A designer is able to adjust the colour, intensity, and lerp of a light all without touching any code 

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