
I managed a team of five people, designed a script, recruited voice actors, designed the objectives, edited the cutscenes, animated the interactions, and created new systems based on existing frameworks I had previously written to handle stuff like zero-gravity and touch controls.
Overall, this was a 6-month project that started as a demo but is now a fully-fledged cross-platform story-driven game available on iOS, Android, and the Web that blends interactive simulation elements, a cast of characters, and a creative storyline that takes the player through the lens of an astronaut stuck on space while a pandemic ravages the earth.
This was our most sophisticated, and graphically intensive game that ran purely on the web with WebGL (and its corresponding mobile apps). Due to this, we had to optimize the experience to extreme detail, creating LODs for each component of the space station, manually resizing the textures so that they would fit within browser constraints of memory, and treating the interior and exterior as separate scenes/entities while letting the player transition seamlessly between these.
