An exploration puzzle game where you play as a crow gathering items to revive your dead friend
Role: Engine and Tools Programmer
Developed from August 2023 to April 2024
11-person interdisciplinary team (Artists, Designers, Audio Design, and Programmers)
Custom engine written in C++
Worked mostly on core engine architecture and behavior scripting
I wrote most of the core engine code that manages data pipelines and allows different systems to communicate with one another.
I wrote an auto-play system that generates random inputs (moving, picking up items, cawing) in order to find possible memory leaks in objects being picked up and the game being played for extensive periods of time.
I made a base behavior script that can be copied, modified, and plugged into any game object in order to run custom code that can change positions, sprites, animations, etc. on creation, update, and deletion. I also wrote many behaviors for game objects using that base script.
I wrote the systems that keep track of what goes on under the hood. Logs are simply kept in timestamped .txt files. If the game crashes while running, it dumps every single game object that exists to a timestamped log as well, which allows us to see where the crash might have come from.
Necrowmancy was one of the most fun projects that I worked on. Both the team I was working with and the project itself were very enjoyable. I worked on a lot of the backend, including engine architecture, behavior scripting, an auto-play system, and much more.