Burning Skies

Description

Burning Skies’ was a collaborative design project to design an aerial combat game with myself and a team of other student across different games design disciplines. My role in this team was of one of two technical design members. As part of this project, my main role was to take 3D models and other games assets such as particle systems and textures and design and implement games mechanics, AI and UI design elements.

Burning Skies Trailer

Mechanics I implemented for the end project included:

Design Challenges

The main challenge with this project was the amount of mechanics that had to be created within a small timeframe in co-operation with the design, modelling and animation teams, the invisibility mechanic was one such area where the functionality of hiding the player from the AI was implemented before the design team were able to provide the textures to visualise the mechanic. In general, the largest learning point for this project was working to the specifications of other departments within the group.

Contact Sam for more details