Project description

A Macromanagement focused RTS in a rich Cyberpunk world. What we want to do with Neuroslicers is tell a story. A story that would get people's passion for RTS ignited.
The RTS part of the game revolves around deploying Units and Abilities directly onto the field - anywhere you have Territory coverage. AI then takes over the Units, and you're left with managing your resources, including Territory. I did the original prototype for Neuroslicers during the summer of 2014. The team loved it, and we haven't let go since. As a Lead Designer and Gameplay programmer in a team of 10, I've been involved in almost all aspects of gameplay - both design and implementation.

Areas I worked on

  • Controls :Camera movement, placement etc
  • Unit AI :Behaviour trees control who goes where and who fights who
  • Player AI :Wrote a GOAP which allowed me to model an engaging and easy to maintain AI opponent
  • Ability system :Allows designers on the team to create new non-trivial abilities using Unity's GUI
  • Juice :Feedback and Response times
  • Synergies :Consistent rules (design & code) that makes interactions between entities easier
  • Game Server (C#) : Bespoke Client-Server communication
  • Onboarding :Making the experience as smooth as possible for new players
  • Level Objectives :Heroes of the Storm style global objectives on levels
  • Level Design :1v1, 1v1v1 and 2v2
  • Game Balance :aka "pissing players off" simulator
  • Frontend & Menus :Talking to the Backned and implementing UI
  • Continuous Integration :Full build chain - from Source Control to Deployment with multiple environments
  • and more...

Project information

  • Role :Lead Designer and Gameplay Programmer
  • Engine :Unity | C#
  • Team size :10
  • Development Start : June 2014
  • Release Date : TBD
  • Company :DreamHarvest
  • View : NeuroSlicers