Volition

Gameplay Programmer & Tech Coordinator

Volition is a First-Person survival game. Set on a distant planet consisting of enormous pillars of rock and organic fleshy material, you are here to find out what happened to a crew of a previous expedition. Within this game you have to balance oxygen and time, whilst researching the strange inner workings of this planet and trying not to starve a terrible death within this hostile environment.

Driving inspiration from games such as Subnautica, Prey and The Outer Wilds. This game combines elements from these games to create a unique exprience, created by a team of 12+ students. I joined as part of the tech team, responsible for player mechancis and managing the games repository within a (relatively) large team.

Details & Responsibilities

Volition
Group Project at HKU School of Arts
Sep 2021 - Feb 2022
As a gameplay programmer and tech coordinator I had a variety of tasks, ranging from actual programming to managing different aspects in the game development process.
These tasks included things such as:
- Programming and elaborating on player mechanics (such as vaulting/sliding), alongside the design team.
- Rapidly iterating and adding game mechanics as the game's design core changed a lot within the projects lifespan (~5 months).
-  Managing the tech/programming department on a sprint based planning, planning tasks and scaling these according to project deadlines.
- Managing the game's repository, making sure the game is functional on a technical basis at all times.

Design Process Excerpt

Volition went through multiple different iterative stages, as we prototyped multiple gamelevels, tested out different survival mechanics and designed multiple gameworlds which looked totally different from one another.
In Volition you are tasked to find items to survive (e.g. oxygen cannisters) and to find out what happened to the previous expidition crew. One of the issues we had during playtesting was that a lot of vital items were easily overlooked, whilst some areas containing these items weren't even found at all. We concluded that the player needed more guidance within the gameworld.

My part in adding more player guidance came through adding a 'scanner' system. A concept in which player were guided to important areas in the game through visual  "HUD" like elements, with important items which were generally overlooked had their own visual elements added aswell (although these are only visible in a short range).
Before we got to this version however, we had the idea to solely guide players to imporant areas only. This through a compass like design, with which you were guided in the general direction of an area through arrows. Although this had an intersting visual aspect, it didn't work with vertical levels. Something we found out after we started playtesting in our vertically oriented 'pillarworld'.
This previous version (see gifs below), also didn't fix our problem of players not identifying crucial items spread through the gameworld.
The above mentioned mechanic is only small example of iterations which were constantly made on a design level. Within these iterations I helped execute the vision of the designteam, whilst also adding my own ideas when realising the mechanics in-game.