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Bottled Up

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ROLES

Sole Programmer

Game Designer

DESCRIPTION

Bottled Up is a third person fantasy quest game where you take control of one of two protagonists and brave goblin-infested locations in a bid to help the townspeople. This project was made during my second year of college where I was the sole programmer on a team with two artists and an animator. 

YEAR

2019

Team Size

4

- Programmer + Game Designer

- 3D Artist + 2D Artist

- 3D Artist + Level Designer

- 1 Animator

PLATFORM

Windows

Overview

Bottled Up is a third person fantasy adventure quest game developed over the course of 5 months during my second year of college as part of a multidisciplinary team of 4. The game was originally created as a submission for 2019's YGD BAFTA game making competition but we eneded up developing after this point to create a more polished product overall.  The game sees the player taking control of one of two characters with the aim of helping villagers with various quests whilst simultaneously ridding the forests of any enemies that may lurk there. 

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For this project, I was the only programmer meaning that any mechanics and functionality within the game were all implemented by myself.  To this point, this was the largest project I had ever undertaken and I feel like this project vastly improved my Unity and C# knowledge. For this project, I wore many hats as I was often carrying out miscellaneous level design tasks as well as a lot of engine implementation. I ended up learning so many new things during this project as a lot of the mechanics featured within it had never been tackled by me before. This project features quest systems, boss fights, NPC dialogue, spell-based combat and even an inventory system among other things. In addition to all gameplay mechanics, I was tasked with UI and audio and animation implementation. I was routinely engaging with every member of the team in order to ensure their contrubuitions were efficiently integrated within the game and hooked up to the relevant scripts. 

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          My
Contributions

- Programmed Character Movement using rigidbodies and physics

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- Implemented multiple different spells for the player to engage in combat with: lightning, levitation and a default damage spell

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- Incorporated a mana and health system and hooked them up to the UI

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- Programmed an Inventory system to allow the player to pick up potions, quest items and weapons

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- Created a storyline and quest system with  sometimes multiple objectives the player must complete in order to advance.

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- Wrote all of the dialogue featured within the storyline

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- Used Unity's AI system to implement enemy goblins that attack when close

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- Coded a boss fight featuring waves of goblins that swarm the player whilst they are simultaneously having to battle a giant venus fly trap

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- Implemented UI, Audio and animations in engine

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- Regularly participated in and took turns at hosting team scrums in order to ensure we were on track and for any team members to raise concerns

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- Any mechanic seen within the game that isn't listed here was also implemented by myself with me being the sole programmer. 

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