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Exbots Revolution Portfolio

I worked on this project as the sole developer using the Unity Engine. This project idea and its first prototype began work on the first week of October 2020 and was completed on April 2021. And was released on multiple app stores upon completion.


 

The fictional characters in this game uses path-finding algorithms along with Unity's physics engine to navigate around the game map and interact with physical objects.

During this project, I developed the following skills:

  • Improved my knowledge with Unity's physics engine by giving the NPC navigation capabilities using Raycasts. As a 2-Directional movement game, the enemies(NPCs) have their movements limited to the x and y on the coordinate system.
  • Continuously valuing ideas/features through the creative process, including making hard decisions, enlisting play testers and getting their opinions and feedback.
  • Distribution of games to multiple app stores using Unity's Distribution Portal Services.
  • F2P monetization by in-game ads and in-app advertisements. Tailored to not obstruct a player's gaming experience but to improve it. This is made possible by rewarding the players with advanced weapons only if they watch an advertisement. Of course players could still gain the rewards without watching ads but by paying money to have these weapons permanently unlocked.
  • Gained the needed experience of environment art by taking advantage of Unity's Global Illumination system, Universal Render Pipeline shaders, post processing and optimized textures to create wonderful lighting and color techniques that are fully optimized to run smoothly on every android phone available on the app stores. This was also done by writing efficient C# codes to optimize the game's graphics and gaming experience at runtime based on the device's hardware. Additionally more optimization techniques like recycled game object instances and occluded camera were employed.
  • Improved my knowledge in shader graph and particle effects to showcase a toon-style artwork on the characters and provide a realistic experience to various sci-fi weapon impacts and explosions.
  • Designing and implementing a simple and intuitive UI for a platformer game including a simple cut-scene interactions between various characters.
 

The feature that I'm most definitely proud of is the exciting thrills present in the game as you fight your way through so many enemies, firing at them and dodging their weapons and bullets. The game remains engaging the moment either the player's character or the enemy fires their weapon. It is backed up by the story-line that follows a vengeful assassin that turns on their previous master. This has so much potential for an even better sequel or a prequel at just the right time.

The in-game music boosts the excitements with the best thrills of an action game so it does not feel too frustrating if your character dies during a mission. They can simply be regenerated at a checkpoint and continue the mission.