![](https://static.wixstatic.com/media/52bf54_24b1f5d2af8d4c89a55ca463f8b3fe16~mv2.png/v1/fill/w_922,h_503,al_c,q_90,usm_0.66_1.00_0.01,enc_avif,quality_auto/52bf54_24b1f5d2af8d4c89a55ca463f8b3fe16~mv2.png)
Shattered
WWise ProBuilder CineMachine Unity
Role:
Unity Developer
Project Timeline:
8 months
Team Size:
5 People
Overview
Shattered is the result of our take on the design challenge: How do we make a combat game where the player doesn't attack? Follow Po, a one-armed monk whose commitment to peace doesn't stop him from protecting what he loves. After the temple's Ming-Dynasty ceramics are possessed by an evil sorcerer, Po must leverage his acrobatic abilities to dodge and direct enemies' crushing abilities against themselves.
Contributions
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Lead Unity Developer, Technical game designer
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Designed intended experience, gameplay features
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Designed and implemented fundamental technical systems used throughout the project
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Including: Shattering VFX, State Machine, Organization and placement of core scripts, style guides
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Implemented accessible editor tools to aid team development, based on designer feedback
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Rapidly prototyped systems and mechanics
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Integrated external packages (Xinput, etc)
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Pitched to dozens of industry guests and personnel
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Playtested with target audience, collected and compiled feedback and proposals
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Participated in daily scrums and design talks with a multidisciplinary team
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Helped to build a positive, openly-communicative studio environment