Alien Antix

Alien Antix was developed during Final Project at Full Sail, where I graduated from in May, 2010. We had a team of around 16, of which 2 were artists. The game was designed and built in a total of 5 months. It was an awesome experience and I am proud to say that it turned out very well.

My role for this project was assistant tech lead. That meant that I had the task of reviewing everyone’s code and making sure coding standards were followed and that no code was written that was terribly inefficient. Along with this I developed the entire collision detection library for our engine, which included creating a BVH, detection and reaction for player-world collision and player-enemy collision and reaction. Along with coding the collision I also created most of the collision volumes for the world in Maya. Probably my favorite area I got to work on was the visual FX. The ones I created include the FX for the player’s attacks, the lightning in the boss level, and the boss’s attacks. Last but not least I put together the majority of the menu functionality. Phew…what a crazy, but fun project that was!!

The game is a Mario Galaxy-style platformer with some fun & quirky things thrown in. Give it a shot! Here are some screen shots:

Gravity Spheres

Level One

Platforms over the Abyss

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