Game Engineer
Background_TileScreen.png

Escapenstein

Escapen’stein

 
 

Escapen’stein - 2018

Escapen’stein was made by a team of 5 over the course of two weeks. Inspired by games like Super Meat Boy, players have to quickly navigate a level with their extendable hand.

Built in Monogame.

At first, working with Monogame seems very bare bones in comparison to an engine like Unity. However, I quickly fell in love with it due to how much control it seemed to give you. Unity has the issue of feeling like a black box sometimes, but with Monogame, you can get really low in how you implement things. That being said, I decided to challenge myself and venture down the path of attempting to implement my own physics and collision system. I knew systems out there existed like Box2D, but I wanted to get uncomfortable and learn something new. I have no regrets, and I learned so much.

My Contributions

As Lead Engineer I performed the following:

  • Build structure and framework within Monogame using instanced managers and entity inheritance.

  • Built custom physics and collision system. Primarily used AABB collision detection. Also added custom drag, gravity, and bouncing with the usage of vector math and vector reflection.

  • Built core hook shot mechanic, and added dangling mechanics. Faked dangling with anchors and 2D vector logic.

  • Built level generator to read in levels through a CSV File generated by the program “Tiled“. Which lead to the quick generation of levels.

  • Built various obstacle or different types of interactive tiles.

  • Built a custom particle system. Built so that particles would properly be garbage collected at the right time on update.

  • Optimized game by separating unnecessary checks from necessary. Such as only checking collisions with collidable terrain

I am really proud of the code I made for this one, and I was really happy with how much I learned from it.