top of page

Hyperjump

Game Prototype & Systems Design

Description

Hyperjump is a procedurally generated endless runner in which players must survive perilous hazards in an attempt to get the best score that they can!

Team Size: 4
Project Duration: 7 weeks

Hyperjump_Gif02.gif

Role

Hyperjump_Gif01.gif

I acted as the Project lead, Game Designer, and Scripter for this project. I was responsible for:

  • Communicating and leading a small team.

  • Provide feedback on my teams work to guide us towards making a visually cohesive project.

  • Build and script procedurally generated threats.

  • Implement player controls that feel fast while also tightly controlled.

  • Various additional systems, such as a Scoring System and unique player abilities.

  • Manage team tasks using Trello.com.

Experience

This was my first experience on not only a team project, but as acting lead for a group project. This helped inform me of just how important communication is when working with a team.

As the only designer on the project leading three 3D Modelers, I had to conceptualize a project and pitch it to the class. I then had to prototype the project in Unity while also guiding the artistic vision for the project.

Hyperjump_Gif03.gif

Artistic guidance is something that I had very little experience in, so I felt extremely blessed to have worked alongside three extremely talented and easily collaborative artists. Even now, when I look back at their work I am blown away by how professional their work looks.

One regret that I have is that I missed out on a chance to be challenged by a less cooperative team. Someday, after I have gained enough experience, I would love to become a lead on a professional project. I know that If I am to be a successful lead, I must learn how to manage a team that might not be as motivated or cooperative as I would hope. This is something that I did not face with this team.

That said, I learned a lot while working on this project. It was one of my first leaps into both randomly generated gameplay (so I had fun discovering the game-balance challenges that naturally arise with randomly generated level design) and 3D games in general. I wish that we could have added more to the game, but given the time limit and my experience at the time I am quite proud of what we accomplished.

Full Video Walkthrough

Software Used

UnityLogo.png

Unity

Game Engine

Credits

  • Brendan Reilly: Lead Designer / Scripter

  • Nathanael Gulbranson: 3D Modeling / Visual Effects

  • Taibin Zhang: 3D Modeling / Concept Art

  • Connor Donley: 3D Modeling

  • Nihilore: Music (nihilore.com)

Menu_screen.jpg
bottom of page