Yaoshi

Sole Programmer in a team of four. One designer, producer and arist each.

Game built for Game Jam 2023. Worked primarily on player movement, UI systems and developed the cinematic look of the game.

4 / 4
Gameplay

    Player Controller

    • Developed and optimized core player movement, integrating a double jump mechanic using the State Design Pattern.
      • Enhanced the existing Player Controller by refactoring the jump logic to support a double jump mechanic, leveraging the State Pattern for modular and maintainable code.
      • Implemented state transitions to control movement flow, ensuring smooth and predictable player interactions by conditionally allowing the double jump based on current movement states.
      • Modified the JumpState class to handle multi-phase jumps while maintaining separation of concerns and reducing code redundancy.
      • Gained deeper insights into gameplay programming principles, particularly in state management, code reusability, and scalable player mechanics.
    • Parallax-Cinematic System

      • Engineered a dynamic parallax-camera illusion using Quaternion rotations and vertex transformations to simulate a 3D perspective in a 2D environment.
        • Collaborated with the producer to conceptualize a visually immersive effect where the player appears to ascend a tree trunk in a spiral motion, creating depth and cinematic impact.
        • Implemented a dual-layered scene structure:
          • Foreground: Designed a looping 2D background that dynamically adjusts based on player movement.
          • Background: Applied Quaternion-based rotations to simulate depth shifts, adjusting the parallax effect relative to the player's position.
        • Calculated rotation vectors dynamically, ensuring smooth and responsive scene transitions, reinforcing a seamless player experience.
        • Optimized rendering efficiency by leveraging vertex transformations, reducing computational overhead while maintaining high visual fidelity.
        • Demonstrated expertise in graphics programming, mathematical transformations, and real-time scene management to achieve an engaging cinematic experience.
      • UI/UX Programming

      • Developed a modular UI system, including menu navigation, win-lose screens, and a store interface, ensuring a seamless and intuitive user experience.
        • Designed and implemented interactive UI elements with a focus on usability, accessibility, and intuitive design to enhance player immersion.
        • Developed a dynamic shop interface that allowed players to purchase power-ups. Although the feature was later scrapped due to time constraints during the game jam, the underlying system was fully functional and designed for easy reintegration.
        • Utilized event-driven programming and UI state management to optimize responsiveness and maintainability of the UI framework.