Bait is a VR fishing game with singleplayer and multiplayer. It has many multiplayer modes to play and social spaces to hangout with friends.
I was on the team responsible for "Casters' Cove" the social space as well as "Shipwreck Shores" which is a multiplayer treasure hunt.
I have organized the work I did into different sections highlighting some of the key points for each. For a fuller picture of my role & responsibilities please get in touch using the links at the top of the page.
We wanted a new Arcade machine game similar to Demeo. This was built using my C# version of PICO-8. It was designed this way to enable our game designer to create the games as they were familiar with PICO-8.
- Created entire game from scratch to shipped product in 2 days to meet last minute deadline change.
- Implemented following game design document.
- Wrote all code, prepared game assets.
- Singleplayer game but visible in realtime to every one in multiplayer.
- Built entirely as a package agnostic of input, ready to be re-used in other lobbies.
A multiplayer minigame where groups of players look for treasure on a deserted island.
- Wrote the input and physics handling.
- Focussed on being fun and easy to control.
- Custom networking with client-authoritative over own boat.
- Custom collision between boats since rigidbodies didn't work satisfyingly with mixed authority networking.
- Created course for multiple game modes.
- Prepared initial VFX with extensible integration.
- Ported old game to new code base - rewrote and replaced old systems.
- Designed and scripted new animations.
- Integrated into multiplayer scene and new integration.
- Created new mesh + shader to render entire deck in 1 draw call with instancing.
- Created UI optimization guide for team, later shared internally at Unity itself.
- Worked closely with UI team to develop new no-code system for animating UI + 3D elements. This system is now used company-wide across many teams.
- Developed runtime workaround for Unity UI hierarchy / draw call structure so artists can keep their workflow without performance penalty.
- Setup standard for design implementation for UI in VR. This enabled artists to work with a familiar and consistent workflow across the project. For code this enabled simple reuse of UI elements with less bugs.
- Built extensible, reusable systems based on UX design. It was designed to create a consistent UX and codebase across multiple projects.
- Lead localization implementation.
- Expanded feature set of in-house solution to support full range of UI design.
- Ensured rich UI design was maintained across all languages, fonts and layouts. Created tools & documentation for other team members to ensure this was maintained.