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TorchBearer (My Contributions)

I worked on TorchBearer, a 3rd person puzzle adventure game, along with two teammates. I was a project manager, one of two programmers, and a UI Artist for the project.

As a programmer on the project, I focused on the following game features:

  • Main Menu
    • Connected with the saving system to load save files, create new ones, and delete them
    • Included several screens that the player could navigate through, with up to three layers deep
    • Implemented several game options
      • Options include: Screen resolution, inverting mouse movement, adjusting in-game volume for several audio types
      • Game options save between play sessions using PlayerPrefs

  • Saving System
    • Reading/writing to JSON files to save between play sessions
    • Allowed loading from menu or upon player death
    • Created checkpoints and kill-boxes throughout the game that would save and load game objects
    • Saved and loaded several types of data for various in-game objects
      • Used structs to hold complex data for objects, converted special variable types into something writeable by JSON and converted it back when reading JSON data
      • Objects include: The player, lanterns, and lantern-holders (pedestals)
      • Data for each object includes but is not limited to: position, game-state (is it being held, is it holding something), and unique "power" variables for each object
    • Allowed player to load into the last level they played, automatically saved after cutscenes


  • Scene Transitions & Player Interaction
    • Implemented cutscene steps and actions that would be activated after certain dialogue lines
      • Included a screen fade and affected specific characters within the cutscene
    • Added key prompts for the in-game tutorial when the player would encounter a new action for the first time


  • Other game systems
    • Added "darkness detection" to see when the player was not inside of the light of a light source, as well as a "darkness level" value that would decrease when the player was outside of the light and increase when the player returned to the light
    • Created the original code to pick up and place lanterns, as well as the code to put lanterns inside of lantern-holders which could either maintain lantern light or slowly drain lantern light
      • These elements were adjusted by both programmers throughout development


As a project manager, I performed the following tasks to keep our development on track:

  • Created and updated project management tools
    • Created a Scrum board to keep track of progress during sprints
    • Set up a project timeline to track progress on the full scope of the game
      • Adjusted timeline as tasks were blocked or completed earlier than anticipated


  • Led weekly standup meetings
    • Met with teammates at least once each week of development to discuss what tasks were completed, what tasks were blocked, and assign tasks for the next sprint
    • Ensured a good work-load balance to make sure no teammate was overworked or had too few tasks to perform


  • Created feature documentation
    • Created a step-by-step guide on setting up each major game system for the level designer
      • Included steps to set up the gameobject hierarchy for each scene, how to set up individual objects, and what values or assets to assign for each component
      • Included images and color-coding to help reader comprehension, especially for more abstract or lengthy steps

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