Clawface is a top-down, isometric twin-stick shooter built on Unity® software and written in C#. The game is set for release on March 8, 2018 on Steam for Windows.
Developed from January 2017 to March 2018 (14 months) by a team of 15.
During the formation of Hathos Interactive and Clawface, I was elected to be art lead by the team's five other artists and tech artists.
Some of my main takeaways from this experience are:
I wrote three in-editor, developer-facing tools for our team in the Unity environment in C# according to the team's needs.
During Clawface's pre-production, I suggested we ship with some sort of level editor to allow players to extend and customize their gaming experience. I was then tasked to develop a developer-facing editor, followed by a player-facing version pending evaluation.
I wrote this editor with code reuse in mind: it was designed to use the exact same functionality in both the developer- and player-facing versions -- only with different function calls depending on the environment.
This level editor featured the following elements:
During production, the creative director asked me about using sound engines such as FMOD and Wwise and integrating them into our project for more functionality than stock Unity provides. I figured using either would be overkill for the features he was asking for, so I prototyped an in-editor sound design system with those features.
The sound system features:
While developing our first trailer for Clawface (then Project Turing, a very different game), I created a custom camera sequence tool to allow us to create an interesting automated camera progression through our trailer scene.
Though we planned to use the system further for in-game events, Unity eventually came out with Cinemachine. Though my colleagues preferred the interface my tool presented and its simplicity, we decided to start using Cinemachine for its advanced cinematic features.
The camera sequence tool features: