
Shane’s main hero is losing her house: the cats spilled the foundation, and the building collapsed with her. Surviving, she enters Headquarters looking for a roof over her head. Service seems to her to be the only pillar of stability in this dying world.
Gamelay
On Shane’s combat missions, it’s fired from the waves of the black cats. The route is based on the tracker principle: the player stands in place and clears the location by automatically moving forward.
Between the shootings, the player is building a relationship with love interests that can help Shane fight.
Personal contribution
I developed the basic concept of the game, assembled the team and organized its work using the following tools:
As a programmer, I moved the logic of five enemies from tables to engines and created interactive objects along with tools for left-hand art. To fill the locations, it was necessary to create:
Water
As a technical artist, I linked the player’s actions to the animations of enemies and the main heroine. I also set up animations of shooting, rest, walking and reloading for three types of weapons, and added visual effects from shots fired: sparks from the blow, shaking the camera, and bullet marks.
In order to maintain the siting, I have created special particle systems that spread like mold spores after killing enemies and settle on the surfaces. Also as I developed, I optimized the work of materials, visual effects and light at the site to achieve better productivity.
The effect of falling spores of mold after a shot at a cat.
Student composition: Selanina Sophia Pety Stonikov Ler Gorlanov Vlad Ryzhov Alice Zamkov Lers Beloguzov Vera Kudrashov Amalia Gorbunov Ernst Krasnov