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Cosmic Cannon

Company: User Experience Studios

Job Title: Game & Level Designer, Developer, Artist

Engine/Language: Unity 5 & C#

Software: Blender, Gimp, Probuilder

Platforms: Mobile

Team Size: 1

Overview

Cosmic Cannon is a top down based game. The player controls a cannon that shoots in the direction the player touches. They must shoot the randomly spawning targets. If hit the targets will refill one ammo charge. If the cannon runs out of ammo, it is game over. There are two game modes, single player and infinite. In single player, there are multiple levels the player can progress though with the levels increasing in difficulty. In infinite mode the cannon is constantly moving around the level. The player must hit the target to add to their final score.

Primary Duties

  • Designed and developed main mechanic and character controller systems using Unity & C#.

  • Created, designed, and balanced game levels.

  • Designed, built, and revised all facets of the gameplay mechanic systems.

  • 3D Modeled, designed, and animated the character, weapon, and environmental assets using Blender.

  • Designed and built UI/UX elements and menu system using Gimp, Unity, & C#.

  • Created game design document which included all gameplay mechanics, and level designs.

Development Overview

Tools & Language: Unity & C#

  • Developed character controller systems in C#.

  • Designed and developed main weapon mechanic systems.

  • Developed environmental puzzle mechanics & elements like bumpers, random ring spawn, etc.

  • Programmed HUD elements like crosshair, icon system controller, ammo systems, and more.

  • Scripted the pause and start menu systems including save, quit, controls, and credits menu elements.

Art Overview

Tools: Blender & Gimp

  • Designed & created all 3D models used & seen in the game like character, weapon, and level assets.

  • Optimized poly count on models to insure the best play and build quality, which includes high FPS.

  • Designed and built materials within Unity which provide low computing power but look great.

  • Built prefabs for assets which saved a lot of time when building levels and placing assets.

  • Designed & created menus and visual aesthetic including buttons, sliders, and menu boxes.

  • Documented all aspects of the UI & UX systems in place.

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