“Janus Gate blends the classic feel of a top down shooter with the need for tactical thought. Players must traverse through 5 different zones and hold back hordes of clones who replicate the player’s previous movements and actions. Each clone will follow the player’s movements/actions from their previous run through of the zone. Each zone has multiple waves of clones that increase as the player progresses.”
Client: Unreal Development Kit
Date: Started - April 2013 Completed - July 2013 Janus Gate is on Facebook! The Team!
Kurt Caron - Producer, Content Designer, Audio Joshua Malone - Lead Programmer, Level Design Adam Kouzmanoff - System Design, Level Design Cody Woolard - Arts & Effects, Writer Leo Murray (Me!) - Level Design, Writer, Documentation Master |
Leo's Work ListMain Role: Level Design, Writer, Documentation Master
Level Design: - Full design of zone 3. - Added side zones with hidden and tiered objects to all zones giving depth and life to the world outside each zone. - Cleanup and texture tweaks/changes of all zones to better blend the zones and improve look and feel. Writer: - Helped create and write story for Janus Gate. - Helped with creation of initial dialog and encounter elements. Documentation Master: - Wrote game design document - Edited and completed final pass through on most written documentations for turn-ins. - Kept running notes for meetings and reviews during check-ins. Minor Role: Programming Programming: - Programmed initial prototype weapon and end staged rifle weapon - Programmed projectile for rifle. - Worked on initial stages and revamped version of placeable mine. - Worked closely with Josh and Kurt to assist in much of the programming in various areas such as replication of clones, moving clones on damage and general coding. |