The Project

Last Line is a multiplayer cooperative dungeon crawler where you and a group of friends must band together to sketch out a looping dungeon in order to escape. We utilized a stylized 3D artstyle along with custom cell shading lighting for both the characters and the environment in order to further push the abandoned dungeon asethetic.

What I Did & Creative Approach

Over the six month project, I handled all of the programming and in-engine integration. My creative goal was to build a system that was immersive and dynamic. As I worked on almost everything in engine I touched pretty much everything. Some of the standout features I designed and implemented was the custom lighting, custom enemy shader, networking, graph based procedural generation, a custom networked drawable map, FMOD implementation, and more.

What I Learned

The largest thing I learned was networking. This was fairly new to me and my first time applying it to a project of this scale. This project was my second time developing a Unity in-editor tool development, writing scripts that run inside the editor to support designers, not just during gameplay. Additionally, I learned a ton about procederal generation, working and interating in long term projects, and how to build tools that make development faster for the rest of the team. I also learned how to properly manage the scope of a project by cutting and managing the scale and features throughout development.

Why I did this project

I wanted to take on the challenge of making a rhythm game for the first time, especially with a strong sound designers and artists on our team to push the concept to the max.

Enemy

Game Art Guide