C# Developer Mythology Mayhem
Mythology Mayhem is a 2D + 3D Puzzle-Adventure Game created by Amanda Grose and supported by Zygobot Studios. I work as a Unity + C# Developer.
GAME DESIGNUNITY ENGINEGAME DEVELOPMENTASSOCIATED GAME PROJECTS
Darya Johnson-Marshall
11/2/20232 min read
Mythology Mayhem
Developer: Amanda Grose
Publisher: Zygobot Studios
Status: In-Development since December 2022
Battle Gods and creatures out of ancient myths and learn the history of ancient cultures in Mythology Mayhem, where four kids undergo an epic journey by solving puzzles in multiple dimensions.
After falling out of favor with their respective gods, Mythology Mayhem follows several children from different ancient civilizations on their own journeys as they fight for their beliefs. After intervention from the gods of time and space, perspectives change between 2D and 3D, changing gameplay and keeping players on their toes.
My Roles
C# Developer - I work with C# to create gameplay, enemy AI, and systems scripts. Some of the contributions I have made include game settings, enemy patrol and attack functions, health potion pickups, interactive quiz using UI elements, menu scripting, player health display, and using scriptable objects to access common player information (health, attack rate, etc.. I also spent much time on Quality Assurance, bug fixing, and testing.
Unity Developer - Mythology Mayhem is made using Unity Engine version 2021.3.15f1. I used the engine's tools to create accessible inspector components, create animations and animation controllers, create UI through game objects and Unity's UI Toolkit, arrange scenes and scene objects, and more.
Enemy AI Developer - I became the primary developer to work on enemy mechanics for both 2D and 3D enemies. Some of the contributions I have made are creating an extendable enemy state machine, creating custom enemy scripts with unique behaviors, and creating the 2D Greek Fates mini-boss quiz.
UI/UX Designer - I am the primary designer to work on UI and UX for Mythology Mayhem. Some of the contributions I have made are designing and implementing the Main Menu, Character Selection screen, Credits screen, Help screen, Settings screen, Pause Menu, in-game lore panels, and the player's gameplay health system.
Game Designer - I worked with the development team to design new gameplay features for the game, including boss fight mechanics, puzzle mechanics, and enemy behaviors. I designed and populated a few levels, including the 2D Athens and 2D Cavern scenes.
Skills Advanced
C# - Through this project, I became more experienced and effective using C#. This has included better use of inheritance, delegates, coroutines, code organization and readability, and code modulation and reusability.
Unity Engine - Through this project, I have advanced my mastery of Unity Engine, taking full advantage of its workspace, tools, and built-in components.
Finite State Machines - For the purposes of designing animation controllers and enemy behavior systems, I have advanced my ability to create finite state machines. Through animation controllers, I have advanced my understanding of state machines through the visual animation graph, parameters, and layers. Through enemy behavior systems, I have advanced my ability to create distinct enemy states and triggers for transitioning between states.
User Interfaces and User Experience Design - Through this project, I have advanced my ability to create static and interactable user interfaces, through both canvas game objects and Unity's UI Toolkit. I've designed menu screens, player health display systems, in-game lore panels (scrolls, runes, etc.), and in-game tooltips, and have also added cutscenes with limited interactability (press any button to skip).
GitHub Version Control Software - Through this project, I have become more experienced using GitHub for team project version control. I became very familiar creating feature branches, using pull requests, and solving merge conflicts.
Production Management - Through this project, I have become more experienced managing the long-term development and support of a game project, and particularly in a team setting. Our team collaborated through Discord, GitHub, Trello, and Google Drive, and we created and collaborated on production documents and showcase recordings.
Outputs