Spartasoft Studio

Grave

Grave is a gothic-themed action game that draws inspiration from the gameplay style of Hades, featuring fast-paced combat, intricate systems, and atmospheric storytelling. Set in a dark, gothic world, it offers a unique blend of roguelike mechanics, intense gameplay, and immersive environments, making it a challenging and rewarding experience for players.

Role: Gameplay Programmer

Used: C#, Unity 3D, ScriptableObjects, GitLab, Visual Studio

As the main gameplay programmer on Grave, I focused on creating the core gameplay systems, including the weapon and effect systems. These systems shared similarities with those later refined in Crysteel, though Crysteel represents a much more polished and advanced implementation of these ideas. Working closely with a large group of designers and a small team of gameplay programmers, I developed tools and systems that allowed for flexibility and collaboration. This experience marked the beginning of my efforts to design programmer-independent systems, enabling designers to iterate on gameplay elements without requiring constant intervention from a programmer. This approach not only improved the development process for Grave but also laid the foundation for creating designer-friendly tools in future projects like Crysteel.

Market Mayhem

Market Mayhem is a 3D online multiplayer hide-and-seek game where players can assume the roles of hiders or guards, navigating environments like supermarkets, warehouses, or parking garages, with support for up to 8 players per lobby.

Role: UI Programmer

Used: Unity, Basic Networking, C#, GitLab

I joined the Market Mayhem project after the first wave of development as a UI programmer. My role was to fix existing UI issues and help address other bugs. In the short time I worked on the project, I completed all tasks assigned to the UI team, allowing my teammates to focus on areas where they had more experience, ensuring better distribution of team resources and improving overall development efficiency.