Innovative 3D hidden object game mixed with several 2D minigames between levels (for PC).
(scroll with your finger on mobile)
- Performance analysis
- 3D engine optimization
- Visual Studio
- Torque Game Engine Advanced
- Process Monitor
One senior programmer who led the project setup and initial coding steps, 2 game programmers (remote, the rest of the team usually would work on site at Brisbane), 2 junior assistant coders that joined the project in the middle for assisting on specific tasks, lead designer, one designer and 2D artist, character modeler, character animator, 3D environment modeler, 2D conceptual artist, game producer and QA team from Halfbrick.
July, 2009 to March, 2010 (from the start of the coding phase to shipping and updating)
- Mentoring and managing newcomer programmers
- Working with the team on planning, making estimatives, executing and delivering the sprint goals inside VERY strict deadlines aiming to satisfy multiple stakeholders.
- Daily Scrum participation being remote, together with the local team in Brisbane
- Taking part on several design brainstorms assisting the elaboration of design docs.
- Investigating and solving several exporting issues for animated models, props and interiors, working at both sides: engine code and Maya environment.
- Creating collision meshes for models from Maya.
- Assisting the candidates assessment on the recruitment process of new programmers.
- Investigate and solve windows compatibility issues across different machines and windows versions, sometimes based only on users feedback.
Main Programming Tasks Performed
- 3D Engine adaptation and maintenance: was the main programmer responsible to be working at the C++ side of the engine, adapting the TGEA 3D tech to the game and investigating bugs arising from the C++ side. Examples of task performed would be chances on the animation system, on the lighting system and on the client-server communication architecture.
- 3D level edition tools: Implemented the in-game level editing tools based on the level designers needs and feedback, such as an event triggering system and 3D path edition tools for moving objects. Was also responsible for documenting the created tools and producing video tutorials.
- 3D level performance: responsible for the elaboration and execution of constant min spec performance tests, measuring results, investigating and implement 3D engine options based on the game specific characteristics, including changes on the scene graph structure and on the viewport rendering system.
- 2D minigames: Implemented 7 different minigame techs with focus on reuse and easy customization by the designers, in such way they got behind 14 from the 16 different minigames available on the game. The most complex minigame tech implemented was a Bejeweled inspired minigame with different mechanic variations.