Fractured
(2024)
Follow our protagonist as the awake from a slumber to find the world they had once known forever changed. Fight through enemies to collect the missing fragments of the fractured world.
Game a Week Prompt: Open World
Duration:
1 Week
Group Size:
2

Lead Game Programmer
Role:
Responsibilities:
During this project I was responsible for:
Player Controller Development
Gamemode Development
Ui Development
Ai Development
VFX Design
Interaction System
My Work
While working on Fractured, I collaborated with Clay McConaghy to develop the game. During this time, I was responsible for programming and developing the majority of the game, including the shrines, enemies, player mechanics, and combat system, as well as the UI and UX. Clay focused on greyboxing the level. This was my first experience designing and developing a hack-and-slash style game, and I learned a great deal about animations, combat design, and the intricate thought process behind developing all the moving parts.

My Takeaways

Thinking back to Fractured, the game struggled in some areas of gameplay experience but served as a solid first step into combat design. Moving forward, I believe the next focus should be on improving enemy AIāgiving enemies both individual and group behaviors. Additionally, refining animations and enhancing the character controller would go a long way in elevating the overall experience.


