
Rise From Ruin
Unity Third-Person Wave Based Game
Senior Capstone Project | Team: 18
Date: 8/26/24 - 5/10/25
Role: Systems & Technical Designer


My Role
I was a Systems and Technical Designer for this game. Some of my roles included creating the system and mechanics for the gamemode and helping implement many of the different features into the game.

Intent
A Third-Person Wave-Based PC game where the player takes control of a giant beast who is virtually unstoppable! The player aims to keep a city safe from oncoming enemies. As they progress, they will unlock abilities to become more powerful.

Capturing System
One of the big features that I contributed to was our improved capturing system. This helped enemies and allies capture objectives more effectively then our original system.

The Team
This project originally started with nine team members and one contractor. After the first semester, we onboarded new team members to help with our gamemode. This brought our team size to 18 teammates and two contractors!
My Process
In the first semester, our team was primarily focused on the player's character. We knew if we did this well, it would be easier to expand upon our gamemode later on. So the first semester was dedicated to making the player feel like they were playing as a giant monster.
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All of the systems I made in the first semester revolved around the character itself. I looked at new systems and mechanics from the player's point of view. That way I could see how it would affect their gameplay and experience.
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The second semester is where our team focused on the gamemode. With the added help, we were able to create a fun gamemode to pair well with our character. This is how we came up with our wave-based gamemode.
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This is where I got to experiment with interesting features for our game. Since our game is in such a unique genre, it creates some fascinating situations for development. These instances allowed me to use my creative problem-solving skills to create some cool stuff that can be seen in the game. Everything I worked on in the second semester was focused on keeping the action for the player and fueling it as they kept progressing through the waves.


