A mobile AR game that pits you against a virtual opponent.
A mobile AR game that pits you against a virtual opponent.
A mobile AR game that pits you against a virtual opponent.
A mobile AR game that pits you against a virtual opponent.
Next Day Delivery:
Next Day Delivery was the first major team project I was involved in and was my 1st-year piece at Uni.
Plotwise, you play as a contracted computer repairman for the biggest company in the world 'Condo'. On the job, you enter an elevator that breaks, casting you down to the company's warehouse, with no escape other than past the super-advanced robot security systems.
Minigame Design:

Play Next Day Delivery at:

To clear most obstacles in the game, such as opening shutter doors and disabling lights, the player must engage in a rhythm-based hacking minigame.
I was the lead designer and programming for this section of the game, with other designers on the team refining and polishing at the end of development.

Our main goal for this section was to make the player feel like they're typing. We used different keys spread out on the keyboard, as well as having the space key used regularly to achieve this effect.
Each key is placed in a position on the screen based on its position on the keyboard to help players use the correct keys, for instance, the 'W' key appears higher up than the 'L' key.
Coding & FMOD:
Coding for this section was a huge learning experience for me - I hadn't had nearly as much experience with C# or working in a team as I do now.
Each level was stored in the form of a list of different characters and time intervals. For each note, there was an interval of time that followed it until the next note hit.
In order for the minigame to interact with different setpieces in varying ways, I also set up an interaction script that each object had.
Each minigame and object were paired together, and if the minigame returned success, it would activate the interaction script on the object, which would then set off its unique action.


As these minigames were particularly music-focused, I learned how to use FMOD in order to properly impliment our composer (@IzzyRaymond)'s songs.
Izzy made 3 versions of each of the tracks in our game, each with less instruments. After missing a few notes in the game, it would switch to a version without the drums in for instance. using FMOD, I learned how to tie these versions into in game events that can be activated by Unity.
Robot Creation and Animation:
More of my time in the project went into designing, modelling and animating the game's security robots. Heavily based on real-life patrol robots but with a sinister colour scheme.
They're made to have a 'patrol mode', where their heads are retracted, and an 'alert' mode, where their heads extend and a weapon extends out of a hatch on their fronts.



I used Maya to model over design sketches and to animate the model upon its completion. Finally, I used Paint Tool Sai to texture it.
Project Reflection:
What went well:
As my very first major team project, I learned an absolute ton from this. Working with people of different skillsets and professions taught me how to work well as a teammate, and reaffirmed the importance of maintaining clean, readable code. This project in particular is where I learned to ensure that my scripts and systems are easy to use for other designers.
What could've gone better:
A flaw with my scripting system for the minigame is that it was quite difficult to time notes in the game to the music, with the designer needing to manually input time values between each note, without reference to the song. This system also forced the very start of each song to be played as a note. Thankfully this lined up with the songs that we had in the game.