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Powerhouse Protection.PNG

Developed In
Unity

Team Count
4

Roles:

  • Game Conceptualisation

  • Mechanic Design

  • 3D Modelling

  • Project Manager

Powerhouse Protection was developed as a result of my Applied Game Development unit. It involved us creating a game that was related to the Brisbane Powerhouse, and could be used by or have its development continued by them.

For Powerhouse Protection we had to do quite a bit of research into the building's background and history. We found that its graffiti had a lot of cultural significance, and that it was constantly under threat to being cleaned by various corporate bodys. So we decided to have fun with that. We made the primary gameplay loop involve using a variety of artistic tools, such as paint brushes, spray cans, and balloons filled with paint, to splatter incoming bureaucrats with enough paint to cause them to flee! We even included different effects that the paint did depending on its colour. We were going to have the player able to buid fortifications, but we decided to scrap it due to time constraints, and we also felt it didn't mix in too well with the gameplay loop.

During development I was responsible for the design of various gameplay mechanics such as momentum based speed and jumping, as well as different item uses. I was also responsible for the layout of the level which was quite challenging for me at the time, as I had not yet learnt about Probuilder or other mainstream methods of creating levels. This resulted in a very hamfisted level that didn't look like the Brisbane Powerhouse, but at least served as a scene for the gameplay to take place. I also created custom 3D assets for different parts of the level, but their quality was negligible due to me working on the TARDIS Workshop at the same time. Finally, I served as the project manager of the project, creating a spreadsheet and utilising the sprint methodology. The spreadsheet can be found here.

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