Unity Development Work

Customization
Menu system allowing for the changing of the skin on the player's ship, which affects how it appears during space battles.
Elements:
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Customization menu UI
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Ship rotation in menu (player controlled)
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Change ship skin in space battles
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Save ship skin when game is closed
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Show correct skin in the overworld
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Change ship laser colors
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Use teacher-assigned code to unlock rare skins
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Automatically unlock some customization items based on gameplay merit
Save System and Analyics
A basic save system, as well as a system for exporting player performance for teachers to reference so they may monitor student progress.
Elements:
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Exporting data to files outside the project
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Saving puzzle progress
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Saving unlocked customization items
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Saving currently equipped customization items
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Creating a CSV file containing basic gameplay statistics for all users
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Allow for game completion and credits


Bug Fixes
Putting out fires
As I joined the development team for Athemos when it was nearing completion, the majority of the work I did was fixing issues as they cropped up, exercising skills in:
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Quality Assurance Testing
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Code Reading
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Communication with Clients
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GitHub Troubleshooting
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Paired Programming
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Code Commenting and Documentation
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Bug Hunting
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Editing Existing Code Bases
Art Work
Game created by the Athemos Team:
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Sizzle Reel edited by Alex Houser
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3D art by Matthew Kugler, Shane Casserly, Alex Houser, Chase Rogerson, and Kayleigh Shaw
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UI art by Chase Rogerson and Kayleigh Shaw
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Development by Kayleigh Shaw, Andrew Johnson, Spencer Rosenburger, Dana Woltz, William Gray, Beth Brennen, and Austin Pace
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Animation by Alex Houser
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Produced by Mitchell Cook
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Music by Brandon Schultz
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Led by John Bowditch, Anthony Zoccola, and Brandon Schultz








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