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My Role
In this project I did not start as Lead, and had to step up when the previous lead wasn't able to continue. As lead, I coordinated the design, art, and programming teams, while also acting as liaison between the NASA staff and our team. In addition I also pitched concepts, ideas, and mechanics.
As systems designer I developed the mission system, several major mechanics, and brought the production together for GDC 2022
Lead Designer and Systems Design
- Systems-
Soldering Mechanic
A simple circuit-board style minigame
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The player must drag their cursor (or finger) over the blank areas to solder them
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They must solder the correct path or risk the board resetting on them!
Power bars mechanic
Make sure the power bars are all at the right level at the same time!
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The player must drag their cursor (or finger) to designate where the bar should be
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The power bars will be constantly dropping while the game is still active
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Adds variety as a quicker-paced type of puzzle among slower ones
Station cams mechanic
Used to check out parts of the station, and help out Astrobee when its onboard cameras are down
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Uses a simple set of render textures and masks to capture views from several different cameras in different parts of the station
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Gives player a sense of panic and tension, as they lose control of a basic function and must tackle a challenge from another perspective
Mission Tool Handler
An optimized tool to quickly accept and assign missions
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Crux of progression in Astrobee - Allows for the easy creation of missions and the ability to easily add the mission to the list either before or during runtime
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New missions can be made by extending mission scripts or simple using the prefab
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Missions all have titles, descriptions, and goals, which are displayed on the screen depending on which is active