
Mithril Keeper
Mithril Keeper is a small roleplaying game that involves quick switching between different classes to handle multiple obstacles and enemies. Mithril Keeper was my university capstone project I completed with 4 other students over five months. It is the largest project I have worked on.
​
​The following are my contributions:
-
System Design = RPG, Combat, Interaction, and Level Systems
-
Designed instant switching between 4 separate classes, each with their own health, abilities, and cooldowns.​​​
-
Integrated animations, weapons, and projectiles for fluid combat, including a lock-on mechanic
-
Designed systems for all player interactions, level interactions, and puzzles.
-
-
Sound Design​
-
Added and implemented all combat and character sounds, as well as ambient sound for Level 4: Agility​
-
-
Level Design
-
Designed Level 4: Agility​
-
-
Lead Technical Design
-
Acted as a supervisor for all scripting, integration, and system work.​
-


Soliloquey
I feel this project is a failure. That may sound harsh but the game is over-scoped, undertested, borderline unplayable, and I hope every interviewer asks me about it. I learned a tremendous amount from this project. Due to it being extremely over-scoped, I was forced to work well into overtime to meet deadlines and even attempt to stay ahead of crunch, It felt like I was running drills on object-oriented programming and reference in Unreal Engine. I was far ahead of my team in terms of knowledge of the engine and programming and became a resource, I was being held after meetings to check scripts, help a teammate debug, or figure out the best way to create something.
To save myself time I started creating excess systems for all teammates to use in conjunction with tutorials on how to use said systems. Even with all of this work we still fell behind in the end and it was due to communication. Throughout this project, we used both Confluence and Jira and manage task load and stay informed. We met constantly through meetings, standups, and late-night calls. Even with all of this, the team would still end each deadline just short because each team member was straying from the plans of the game and each working towards different goals. This fact is why I consider the project a failure. The team was never on the same page to begin with, we did not focus on the game's pillars, so no matter how much amazing work we performed, the game was always doomed to end like this.
My goal for my career changed drastically after the completion of this project, I no longer just wanted to make games, I now want to be a part of a team that is always striving to be on the same page so we can make amazing games.
I unfortunately do not have an available playable build, If interested PLEASE let me walk you through the project personally.