Creative Work

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Death Sphere

Project Overview

Death Sphere is a game developed as part of an academic assignment that explores spatial awareness and strategic decision-making in a limited time frame. Players navigate a spherical environment, capturing spectral twins while avoiding collisions.

Project Details

Death Sphere welcomes players with a menu that provides concise instructions for gameplay, ensuring players jump right into the action. Upon accepting the challenge, players are randomly assigned one of four unique characters to control. This element of variety adds a layer of replayability, encouraging players to explore and master the game with each character.

The game takes a unique approach to character progression. Each time a player successfully captures a twin ghost, their character undergoes a random transformation. This dynamic system injects an element of strategic decision-making. Players must adapt their approach based on the new character's capabilities, adding depth and replayability to the experience.

To provide clear player feedback, Death Sphere utilises a colour-coded visual system. A green overlay signifies a successful capture, reinforcing positive actions. Conversely, colliding with any surface results in a red overlay and a temporary speed reduction, encouraging players to maintain swift and precise movements throughout the game.

Development
Team and Collaboration

While this project was an individual assignment, I received valuable guidance from the course instructor. Their feedback and insights were instrumental in refining the game's mechanics and ensuring a smooth gameplay experience. However, I independently managed all aspects of development while actively engaging with tutorials and learning resources.

Key Responsibilities
  • Mechanics: Developed interactive characters and user interfaces using C# within Unity3D, including character movement and collision detection.
  • Input System: Implemented the mechanics for user movement, ensuring smooth and responsive controls.
  • Asset Management: Successfully imported and integrated all game assets (models, textures, sound effects) into the project, troubleshooting any technical issues to ensure a functional experience.
  • Visual Effects: Managed visual effects using Unity's particle system (Shuriken) to create visual cues for player actions and game events.
Challenges
Outcomes

Creating Death Sphere wasn't just about making a fun game but also a valuable technical learning experience. The spherical environment and game mechanics presented significant challenges that required innovative solutions. Additionally, I enhanced my project management skills by independently overseeing the development process and incorporating valuable feedback to produce a successful final product.