
EURY’S SONG
Reach Elysian…
Eury’s Song is a 2D platformer about Eurydice’s travels through the Underworld.
Engine: Unity
Platform: Android (Galaxy Tab A)
Team Size: 7
Time: 2 months
Position: Programmer



Contributions
Created animation clips using artists’ spritesheets to develop animation graph for player character
Collaborated with other programmer to implement character movement and physics
Created environmental hazards such as waterfalls and geysers and iterated based on level designer feedback
Handled audio management of background music in Unity, such as changing music volume when picking up collectibles
void Update() { //... float minVolume = -25f; float maxMusicVolume; mixer.GetFloat("MusicVolumeParam", out maxMusicVolume); float babyMusicParametric = (float)notesHeld / (float)notesTotal; float babyMusicLerp = Mathf.Lerp(1, 10, babyMusicParametric); float babyMusicVolume = Mathf.Abs(maxMusicVolume - minVolume) * Mathf.Log10(babyMusicLerp) + minVolume; if (maxMusicVolume < minVolume) babyMusicVolume = maxMusicVolume; mixer.SetFloat("BabyMusicVolumeParam", babyMusicVolume); }
Post-Mortem
With Eury’s Song, I was able to work in a small interdisciplinary team, and I enjoyed having the ability to both collaborate with my fellow programmer to plan and divide sprint tasks, and communicate with members of other disciplines to discuss issues and receive feedback. I also liked how everyone was able to contribute to the game idea and sprint goals. Also, my experience in Unity was a boon and a crutch - at times it was easy to implement a feature or animation, but in other cases (i.e. the waterfall hazard) my idea of how to get something working wasn’t always the best solution.