Nanogear
Key Roles:
Software Used:
Creative Director, Lead Designer, Programmer
Unity, Photoshop, 3D Studio Max
Nanogear evolved from an idea that has been rolling around in my head for years. It started as a racing game and became arena-based combat goodness. The world of Nanogear is rich in lore making it possible for countless stories to be told and any number of experiences to come to life.
Throughout the development of Nanogear my duties included the following:
-
Establish and maintain the creative vision of the project
-
Write the Game Design Document and keep it up-to-date
-
Design game-play mechanics and varying diverse game modes
-
Program vehicle controls and movement
-
Camera movement system
-
Aim assist for game pad controls
-
Code physics interactions and explosions
-
Visual effects and particle systems
-
Act as liaison between art, animation and design
-
In-game HUD layout, coding and implementation
-
Balance stats and abilities
-
Implement art, animation and audio
Each Nanogear vehicle and weapon handles and performs differently resulting in a wide range of possible experiences. This image shows the two starting drives and weapons: A hovering Floater with an explosive launching Blaster, and a walking Strider with a rapid-fire Ripper.
I designed Nanogear to be a high-paced multiplayer game that can be played in teams or in free-for-all, last-man-standing death matches.
The visual effects that I was responsible for includes shader settings as shown with the shield, and particle systems shown in the item pickup at the bottom right of the image and the environmental pollen particles in the air.