Neverpoint was my second year group project made in the Unreal Engine. In Neverpoint the player controls Soul, a being made of pure love, navigating the precarious planets of the timeless universe by using special abilities and unique movement to move from platform to platform. Each planet they’ll visit embodies a specific negative emotion. Jealousy, Hatred, Apathy, Depression and many more feelings of equal severity infest the universe, and it’s up to Soul to push through it all to reach their goal of finding another of their kind.
Neverpoint was made by a group consisting of myself, 2 designers, 4 artists and a writer. We used agile methodology to make sure we could correctly scope the game, efficiently collaborate as a team, and make steady progress towards the improvement of the overall quality of project. We accomplished this through the use of daily stand up meetings, with weekly sprints and a constantly updating trello board so we always knew what we were doing and when it was due.
As the teams solo programmer it was my job to turn the designers ideas into tangible prototypes, correctly scope the project, and implement any and all features or mechanics into the game. This included: Movement, HUD Mechanics, Original Dash System, NPCs, Enemy Pathing and AI, Dialog System, Win/Loss Conditions, Gameplay Loops and General Bug Testing.
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