The Last Sky: Dream Anthology


Super Racer

The Last Sky: Dream Anthology is a single player platforming game being developed at Little Guy Games and it is planned for an Xbox release in Q2 2023. The project is a reimagining of Little Guy Game's The Last Sky, which was released some years prior.

Details

Time:             Oct 2022 - Current
Team Size:   4-6
Tools:            Unity
Role:              Technical Designer, Unity Programmer

The Last Sky: Dream Anthology is a single player platforming game being developed at Little Guy Games and it is planned for an Xbox release in Q2 2023. The project is a reimagining of Little Guy Game's The Last Sky, which was released some years prior.

Details

Time:             Oct 2022 - Current
Team Size:   5 - 7
Tools:            Unity
Role:              Technical Designer,                          Unity Programmer




Contributions


  • Game Mechanic Design & Development
  • AI Design & Development
  • Level Design
  • Tech Art
  • Technical UI Implementation
  • Editor Tools

This is the third project I have been a part of while at LGG (Little Guy Games). After the soft release of Super Racer, I was placed onto this team, to assist in development for an Xbox release. While on this project, I have participated in code reviews, code feedback, design meetings, and project management.

I performed multiple programming tasks for the duration of this project, while also performing general development tasks as well. My main contributions are ai development and game mechanics.

Level Design



During this project, I was also tasked with level design, while also prototyping new puzzle mechanics. I created multiple puzzle systems around the theme of time alteration.

My process for level design started with organizing the narrative of the level. I worked with the narrative designer to get an idea of the key story points that they wanted portrayed throughout the level, and from there I plotted them out within a blank level. By doing this, I was able to estimate how much time should be between each story point, and how long the overall level was. This also helped me plot out a rough layout of the level. After plotting out the narrative points, I moved onto grey boxing the level by creating the rough geometry, and determining puzzle layouts and designs.
From here, I would gather playtesting feedback, and then adjust the levels. Throughout the multiple iteration periods, I would work with the level artist to decorate the level.



AI Development



For this project, I implemented a node-based system that the AI would use at their behaviour tree. Alongside the behaviour tree, the AI components needed a modular structure so that the nodes could be used for all sorts of AI, while still allowing different AI to have different functionality. For example, there is a 'wraith' enemy and a 'golem' enemy. Both ai behave very differently, and have different attacks. But, their components inherit from the same base classes, and as a result they are both able to use the behaviour tree system.

I was tasked with designing and developing two AI; a raven and a wraith / ghost.
I also assisted with the design of several other AI; the spider, and the hellhound

I was also co-developing several other enemies alonside other programmers, mainly assisting with new features and bugs, but also assisted in training on how to use the system.