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ABOUT THE GAME

Explore strange worlds & solve puzzles as a group of bandits with bold hands!
The Capstone course at McMaster University's Computer Science Dept. was a year-long course where small groups had to complete a large project. Ideally, these projects would incorporate the learnings from the years prior. I was lucky enough to be able to make my first video game under the supervision of Dr. Spencer Smith.

I think a video game really incorporates everything there is about computer science. Handits is a co-op 2D puzzler/platformer where the mouse (or right joystick) controls your character's hand in 360°. Players manipulate the handit's hand and toss, grab, snap, slap, pull, wave, push, and shoot in order to safely collect hidden relics.

ROLE
Developer
Audio
Level Design
School
McMaster University
DATE
2018-2019
Teammates
Evan Reaume
Danny Stewart
Ming Liu
Kong Zhijun
Level 1 - both players must reach the end. The solution is to hoist your partner over the middle block so they detonate the TNT. The TNT makes the boulder fall, so one player must grab the torch and set fire to the barrel to expose the little safety ditch beforehand.
Grabbing and throwing physics. More wonkier than anticipated but it added an extra layer of hilarity. The goal was to make it as frustrating as possible before the point of annoyance.
Evan and I posing in front of a whiteboard after an early game design session.

GAME FEATURES

  • Navigate through dangerous terrain by walking, jumping, or by any means necessary.
  • Use objects, items, and weapons such as torches, guns, smoke-bombs, and daggers.
  • Pickpocket enemies and pilfer items from the environment in order to successfully progress through the level.
  • Work with 1-3 of their friends over local multiplayer

HOW IT WAS MADE

  • The game engine used was Unity and involves many C# scripts.
  • Game design principles were studied. The creation of an on-going Game Design Document helped to organize our many ideas.
  • The first deliverable was a Proof of Concept involving the main mechanics. It was then subjected to playtesting in order to continuously refine the game.
  • The aesthetics were both custom-made from scratch and modified using openly licensed files.
  • My group dynamic was efficient due to our use of Scrum methodology in order to accomplish the most out of the 2 full-time semesters my peers and I had. We would do weekly sprint plan meetings and divide up the many tasks that pertain to game development.

WHAT I LEARNED

  • I would love to return to video game design one day. I feel it provides me with a great creative outlet and fuller utilization of my skills, since I also love creating music.
  • It is easier to make it as an actor than a video game developer. The amount of respect I have for those grinding it out in the gaming industry is astronomical.
  • Constant playtesting (or UX testing in web development) is tantamount to the success of your project.