Owlet

July 2024

Quick Facts \\\

Time: 

  • April. 2024 - July. 2024

  • 8 Weeks

Key Details:

  • Group project (13 members)

  • Custom Game Engine

  • ECS Architecture

  • Done in C++

  • Gameplay, UI, and Tool Contributions

  • Published on Itch.io

Trailer:

What I Did \\\

The team developed a real-time strategy game on a custom engine that had been in production for eight weeks before I joined. My main contributions included expanding the building system to support wall placements via mouse dragging, and rebuilding the camera system by replacing the original 2D orthographic view with a full 3D camera. I also simplified the controls for zooming, movement, and orbiting, making navigation more intuitive. To support content creation, I implemented a socket system that lets designers and artists attach props to unit hands directly within the editor. Additionally, I contributed to the UI by building the main menu and settings pages.

Problems & Solutions \\\

  • When I first joined, I was overwhelmed by the size of the project and initially struggled to find my footing. As the team was too occupied to properly onboard me, I asked for a day to study the codebase on my own. This gave me a clear understanding of how the engine’s systems were structured, which in turn allowed me to be more proactive in implementing features and stepping in to fill gaps.

  • One of my main tasks was to expand the building functionality to support wall placement. This required finding a balance between the programmers, who favored simple single-unit placement, and the designers, who wanted a more free-form draggable system. After discussing with both sides, we reached a compromise: walls could still be placed by dragging, but were constrained to a single axis. This preserved the designers’ intuitive workflow while keeping the solution feasible within the project’s time frame