Spring 2018 - Intro to Software Engineering

Pixel Purge

A 2D side-scroller game made in Unity in order to practice Agile workflows and philosophy within assigned teams. Fun fact, it's also the first game I made that wasn't VR.

Backstory

So a little backstory here, since the Pixel Purge team was not only assigned from the start, but we were also assigned with the type of product to create as well, which was a game. Right off the bat as strangers, we had to hit things off with a few icebreakers to get a feel for each other, and we all asked ourselves what we our favorite games were. Everyone gave their inputs, and popular indie titles made the list, such as Hollow Knight, Binding of Isaac, Super Meat Boy, and Dead Cells. I noticed there was a genre trend of metroidvania type games, or sidescrollers, so I pitched that game genre to the team, and this is how we ran away with the idea for Pixel Purge.

"We're not fancy, so let's just make a game"

Is pretty much what the title of the game meant. Pixel "Purge," meaning that we were to mush and smash these pixel art assets together and make a game out of them without regards to a specific theme or regiment. All of us decided that with our then abilities and experience with Unity, any time put towards art can be better spent developing or fixing bugs. That doesn't go to say we completely forgo using our eyes for this game, but merely a visual barebones attempt on a sidescroller in order to maximize time spent on writing scripts. As someone who is usually on the other side, taking extra time to painstakingly adjust details as a perfectionist, this was a new experience for me to hold my urges against getting caught up about visual perspective.


It's Pixel Purge, so pay no mind to the background of Valhalla from Halo 3 within our main menu interface.

All sidescrollers are natively platformers at some point, here's an example of a falling platform that we introduce with a giant arrow in order to inform the user to take caution.

The most universal of all game monsters, the slime, presented in various shapes and sizes to obstruct the player's adventure.

Combining platforming and enemies at once when the player has the feel for the game.

Skeleton King, the boss for our demo presentation, meant to showcase boss phases and arena design.

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