About Caduceus

Caduceus is a 3D first person shooter inspired by ancient Greek mythology. The player wields the legendary Caduceus and uses it to fire at enemies that loom around a procedurally generated dungeon. Do your best to guide Hermes through this mysterious area, fighting off foes through both melee and ranged attacks.

Technical Details

  • 12 week development cycle

  • 35 developers, including 13 programmers, 7 designers, 11 artists, 5 sound designer, and 1 producer

  • Unity3D, FMOD

Postmortem

 

My Responsibilities

  • Build numerous systems, including player movement, HUD elements, skill trees, checkpoint systems, inventory systems, and game state serialization.

  • Consult with enemy designers and programmers to determine workflows, technical limitations, and studio planning.

  • Advise designers on technical limitations and restrictions of proposed ideas.

  • Assist artists and sound designers with integration of their assets using Adobe Illustrator and FMOD.

What Went Right

  • Reusable components allowed cut work to be used on future projects

  • The online UI prototyping tools allowed for quick iteration and clear specifications from designers

  • Regular meetings allowed for close collaboration between designers and programmers

  • Clear documentation and tutorials for FMOD allowed for easy integration of sound effects.

What Went Wrong

  • Skill Tree integration with abilities was not planned from the start, leading to “spaghetti-like” code architecture when integrated with player abilities.

  • Overscoping with player abilities led to an unexpected cut to the skill tree. The tight coupling of player abilities and the skill tree made the cut much harder than expected.

  • Last minute feature additions created numerous bugs and led to additional production delays

Lessons Learned

  • Use online prototyping tools to quickly iterate and clarify expectations

  • Regularly meet with teammates to ensure close collaboration between different disciplines

  • Avoid tight coupling of systems through design patterns, event systems, and careful planning

  • Avoid last minute feature additions and late scope cuts