
ABOUT
January 2021- March 2021
CONCEPT
Undergrind is a dungeon crawler in a mobile package. With tile based dungeons and rogue-like mechanics as a basis and a drag & tap system for boss battles.
TEAM MEMBERS
Patrick van den Bosch
David Lovo
Quentin Janet
Eloise Rethore
Romane Chardon
Levy Leibnitz
Nathan Lovo
Myriam Cup
TOOLS

Unity

C#

Office
TRAILER
PROJECT MANAGEMENT
OBJECTIVE
The objective of Undergrind for me as a manager was my first experience leading a team on a project. As such my goal was simple: Make the best project with as little compromise as possible.
CHALLENGE
As the project was rather short, and my team was extremely hard-working and invested in the project, there were very few challenges. But there was one challenge that I faced during the project due to a personal choice I made that had no place being part of a project.
This issue was a severe lack of motivation from an external member from the project I asked to assist us with graphic design and props.
SOLUTION
The lack of motivation from the external member caused issues for the planning and milestones. As the issue was "external" to the project it was difficult to motivate somebody on a school project who was not a part of the school. As such the solution we opted for was to let the external member go, and re-distribute the work to be able to keep our scope without having to recruit a new member in the middle of the project, whilst not overloading one member with work.
GAMEPLAY PROGRAMMING
OBJECTIVE
- Procedural Dungeon Generation
- Using Scriptable Objects
- Using touch inputs in Unity
RESULT

Boss Weapon

Dungeon Map
Generation

Boss functions





Workflow
Scriptable
Object
Children
Implement
