https://www.youtube.com/watch?v=EZCex5HJIhw
Click to play!
Click to view more on what these badges mean!
This game was a 7 month effort with 3.5 months alongside other modules in University and 3.5 months dedicated alongside business management on the Tranzfuser program. We presented it at EGX which was really fun!
It was created in Unity HDRP. The team was small so the roles had to be generalist.
I was a: team lead, producer, business manager, shader/post artist, lead programmer, technical designer, concept artist, key artist, SCRUM manager, and 3D artist.
Sporox is an adventure game where you are an alien mushroom fighting computer components and building power with the help of viruses. Your aim is to infect the internet to infect all of humanity. But you also play as a human, scouring files to find the background of this situation and maybe stop it..
I created many systems for this including: combat, object pooling, saving, speech, items, material based footsteps, destructables, interactables, camera swapping (with Cinemachine), contextual hints, buttons, doors, cutscenes and event handlers. I used scriptable objects and made scripts act as tools for developers by allowing them to run functions by right clicking and by changing values live in game.
I made art for some bosses, characters and areas as well as modelling and rigging characters, items and environmental props. I also created all key art for the game including the logo. I created some shaders, animations, pixel art, and particle effects also. I used Blender and MagicaVoxel for 3D art and Procreate and Clip Studio Paint for 2D art. I created concept art for bosses and characters also.
Key art
I modelled this environment for the secondary plot’s main character’s bedroom in Blender
Concept art for HDD
Shader for breakable crystal
Voxel tree in MagicaVoxel
The game was co-designed with all of the team’s ideas combining the most exciting. We brainstormed laterally, iteratively and tested regularly. I created concept videos and paper prototypes for testing. I led sessions in Miro where we worked together to design levels and features. I ensured clear documentation along the way for key features and tasks, as well as for any programming to ensure the team could easily understand the core vision.
Sporox is a work I’m very proud of and while there are some bugs and UX issues, I think its full of personality and a visual treat. The demo gets across the world and style of the game well and I think its bursting with potential when we have the time to complete it.