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.

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