Cubed

Project Duration:  3 months (2014)

Team: Quy Nart, Jasper Stutterheim, Jeremia Oelschläger, Benjamin Sponagel, Ragnar Thomson, Tim K., me

Game Engine: Unreal Engine 4

Platform: PC

Theme: 10 Objects max.

Main Feature(s): No More Than 10 Game-objects Used, Dynamic Switch Between 2D-Platformer And Isometric Camera

My Part: Game System Design, User Interface, Programming (UE Blueprints, UI-Widgets)  

Summary

Cubed is a high-score based stealth game with puzzle and platformer elements. The focus lies on the level design, which brings some twists to the genre. It is based on the mechanical functionality of a rubick's cube, meaning the level is a segmented cube (3x3) and the player can rotate each segment along its 3-axis at any point. Also the camera transitions between isometric top-down and side-view, whether the player is on top of the cube or on one of the sides. The goal is for the player to paint as much of the grey level-environment as possible, before getting caught by security or falling of the level.

Development

The development of Cubed was challenging for several reasons. Probably above all else, the team's size: Prior to this project we had all been working on solo-projects and in small teams of 2-4 people, wich of course has it's own hurdles. Though having to actively manage communication between the 7 members of our team was new territory, at least for me. But with time we got more efficient at channeling our resources. Regular meetings and questionnaires helped keeping everyone on the same page and git enabled us to work on different parts of the project simultaneously.   

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Final Prototype

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