Project DefeX
Gameplay and Trailer
A virus created to take down The Arc, a futuristic utopian simulation, has to save humanity as the AI who controls this system has gone rogue. This rogue AI plans to eliminate all of humanity that it finds useless to The Arc. Armed with a defect in the code and control over bugs in this system The Project DefeX virus must put an end to this AI to save humanity.
Credits:
Xander Hacking: Agile Scrum Master, Tutorial Level Designer, Async World Loading System, Camera System, World Creation (Themes, color schemes, design doc), Storyline, Cutscenes, User Interface and HUD, Audio System, Enemy and Boss Designer.
Aden Gillette: Project Leader, Player Controller, Player Aiblities, Item Pick-Ups. Dialogue System, Storyline, User Interface.
Evan Aldridge: Lead Programmer, Enemy AI, Player and Enemy Abilities, Serialization, Player Controller, Audio System, QA.
Harrison Hamilton: Level Designer, Environmental Interactable Objects, Lighting, Camera System.
Project DefeX was a year-long collaborative effort between myself and three other game designer/developer students. While the game drew inspiration from the Metroidvania genre, particularly from titles like Hollow Knight and Metroid, we aimed to create a unique gameplay experience that diverged from the traditional Metroidvania formula. My initial role in the project was as Scrum Master, where I ensured that the team adhered to Agile principles, maintained regular scrums, and followed a structured development process. This helped us stay on track and remain adaptable as the project evolved.
In addition to my Scrum Master responsibilities, I played a key role in the technical aspects of the game, such as developing the Async world loading system, which allowed seamless transitions between different areas of the game, and designing a responsive camera system that followed the main character. However, my most significant contribution was in the creative direction of the world and its characters. I was responsible for designing the characters, from their visual appearance to their behaviors and abilities. I also crafted the world's layout and aesthetic, ensuring that both the environments and characters interacted in meaningful and dynamic ways, shaping the gameplay experience. This holistic approach allowed me to weave the world’s functions and aesthetics into a cohesive and immersive game world.