Reality Shift

Reality Shift is a fast-paced parkour game

-This was the first major group project that I have worked on.

-I was the lead programmer, and producer, but also worked as a level designer for 2 of the levels in this project.

Reality Shift ToyBox

This is the area where I designed and tested all the mechanics in Reality shift

This is where I spent most of my time working

Reality-Shift trailer

Proof of concept

This is how it started. Before we were split into teams we all had to make a proof of concept and my POC was a simplified version of reality shift.

In the beginning, Reality Shift looked a lot different than how it does now we had stealth simple AI sprint and didn’t have as many features as it does now

POC map

This map showed off everything that was in the POC

Feature demo

Reality shift tutorial

AI demo

Minimum viable product

The next stage in the process was the MVP. This is where we added everything to make the concept a borderline functional game.

In this stage, we added things that a game needs to function such as a main menu, level select, settings, SFX, Player facing feedback, a toybox level, demo level, and tutorial, along with a few new mechanics, and a smart AI that uses a behavioral tree.

In these sprints, I specifically worked on the smart AI, Stun gun, Physics gun, ammo system, cycle system, lives system, and the player facing feedback for the grapple hook.

Toybox map

This map showed off everything that was in the MVP

Settings

Main menu

smart AI/stun gun/ammo demo

Prototype 1

This stage of the project was the first real prototype of our game.

In this stage, we each had to make a new mechanic and level. However, not all mechanics ended up being used, and I got to fix a broken mechanic instead of making a new one.

In this stage sprints I fixed the ledge climb/ mantle system for my mechanic sprint which I ended up fixing faster than expected which allowed me to work on reworking the core reality shifting mechanic that allowed for an outline in the world for objects in other reality and an outline for grapple points that could be rendered through objects to make them easier to see. All these core mechanic reworks revolved a new level design tool I made for the others in the group to make it much easier to add the reality objects to their levels. as for the level sprint I designed the tower level which came out fairly well.

The Tower Level

This is the level I made for this stage

This is also the first level that used the lives system

Tagged mesh yellow grapple outline

Tagged mesh tool

Tagged mesh in-game outline

Tagged mesh tool demo

Balancing prototype

In this prototype, our goal was to get the game to a content-complete stage. But in order to get to that point we had to make some large scope cuts and mechanic cuts. This caused us to switch gears and add a few things as well to make the game more streamlined.

So for this sage, I worked on adding systems to make up for the cut ones. These are the puff system, and stress system, and create the puff pack pick-up, fix the settings, and make a level that introduces the grapple hook. I also replaced the sprint with a dash and added a random voice line system along with voice lines for player-facing feedback.

Canyon Level

This level is where we introduce the grapple hook

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