About Dreamwillow
Dreamwillow is a single-player, top-down twin-stick shooter where you must fight your way through a dreamlike forest. Use the power of necromancy to summon an army of the dead to battle alongside you in your quest for survival
Technical Details
12 week development cycle
35 developers. including 9 programmers, 8 designers, 7 audio engineers, 10 artists, and 1 producer.
Unity3D and WWise.
Postmortem
My responsibilities
Build numerous systems, including scene management, room transitions, UI interfacing, enemy pathfinding, enemy AI, and HUD elements.
Research various software and tools during pre production to be used throughout development.
Advise designers on technical limitations and restrictions of proposed ideas.
Create technical documentation on systems I created to allow for iteration by other developers.
Assist artists and sound engineers with the integrations of their assets into existing systems.
What went right
Systems were created quickly and with enough modularity to be expanded upon as development progressed.
Feedback from developers was regularly used to create systems that better suited their needs.
Art and audio assets were successfully integrated into the game as intended by the asset’s creator(s)
Design decisions were made with practical limitations in mind.
What went wrong
Numerous instances of game breaking bugs occured, which took as much time as the creation of the systems themselves.
Code was often written without comments, making debugging without the original programmer significantly more challenging.
Issues with version control and merge conflicts often took up a significant amount of time.
Lessons Learned
Comment code thoroughly to reduce technical debt.
Regularly ask designers for feedback on making systems more functional and intuitive for them to use.
Test systems regularly to ensure that there are no regression bugs.
Communicate often with appropriate team members about new changes.
Design systems with modularity in mind so necessary changes can be made easier.