BLAMetry!
Overview
This game was developed as a team of three people for a first semester game production lab at DigiPen Institute of Technology. There were little requirements other than using the schools proprietary C-Processing framework. It serves as my first venture into the world of team game development. Looking back, its very crude in its implementation. However, written entirely in C, it is the bottom origin point of all of my programming knowledge.This was the first time we’d had hands on experience with C language; most of the development time was spent becoming familiar with the basics such as arrays, structs, and pointers.
Physics
I was responsible for building the physics governing the player’s ship. This meant working out how to translate input into movement that felt responsive and satisfying rather than stiff or floaty. The goal was smooth, continuous motion; something akin to moving around on an ice skating rink.
Menu UI
I assisted with the game’s UI elements and took the lead on creating an interactive, physics-based menu system. Rather than building a static screen with clickable buttons, we wanted the menus themselves to feel like part of the game’s world. Applying simple physics to menu elements gave the whole experience a more cohesive and playful tone right from the start, and it was a fun challenge to repurpose the same physics logic I had been writing for gameplay into a completely different context.
Audio
Beyond code, I curated the selection of sound effects and music used across the game’s menus and gameplay. I also spent time modulating the game’s sound effects to reduce listener fatigue during extended play sessions. Repetitive audio is one of those subtle things that can drive a player insane if it goes on for too long.