Damaged Delivery
Sliding Block Puzzle Game for Oculus Rift
Producer, Lead Programmer
Unity, Oculus Rift/Quest 2
July - August 2018
National High School Game Academy at Carnegie Mellon ETC
Damaged Delivery is a sliding-block puzzle game for Oculus Rift where the player must navigate a package to its delivery location. In the process, they must take care not to destroy the package or crash anything into the control tower. Other objects in the level complicate your progress, including other packages, glass blocks, and explosive mines. The game features over 20 completed levels and a fully functional in-game level editor.
I served as producer for Damaged Delivery as well as the lead programmer, taking responsibility for the development timeline as well as nearly all the programming.
Programming:
Built a modular grid-based puzzle engine for the game, allowing levels to be implemented in-engine by my team’s designer with minimal understanding of the underlying code.
Implemented 7 unique puzzle elements to work as drag-and-drop in the system, including:
Breakable glass that is destroyed when hit by other items
TNT that explodes on impact, destroying nearby packages and level walls
A magnet that can be turned on and off to grab and release nearby objects
Built a stack-based undo feature into the puzzle engine
Designed and implemented a simple point-and-click-based menu interaction system to use in VR.
Created an in-game level editor that allows full customization, seamless testing, and saves user levels to a separate file.
Here the player uses the magnet to stop the package on the right from hitting the control tower, allowing the package on the left to reach the goal.
Production:
Led the team in the brainstorming and pitching process, incorporating feedback from program instructors
After harsh feedback on our initial pitch, I led the team in clarifying and improving our pitch
Was responsible for long- and short-term team scheduling
Ensured that the game was delivered on schedule
Worked closely with each team member to make sure their work was on schedule and that they had tasks to work on each day
Crafted daily schedules with prioritized goals
Led playtests and processed feedback from instructors and testers to prioritize changes within the game’s timeline
Helped manage a scoping issue within the game
After much of the programming was finished ahead of schedule, I was able to choose features to add (undo features and a level editor) that did not increase the workload for the rest of the team.