Release: March 2024
Platforms: Mac / PC
Team Size: 6
Project Length: 6 months
Engine and Tools: Unity, Visual Studio, Aseprite
Programming Language: C#
Prometheus Unbound is a 2D stealth platformer that features fast-paced parkour movement and jumps, as well as stealth mechanics like sneaking, hiding, and wall sticking. Play as a cybernetically-powered corpse laborer, Anala, gaining consciousness and seeking revenge by becoming a mechanical monster and consuming the cyber-brains of her creators in this Frankenstein-inspired underdog story.
Each stage is timed, allowing players to retry levels for faster times, or even to challenge the times that the developers set! In addition to the main story levels, there are five challenge levels where players can test their platforming and parkouring abilities to the limits. Additionally, many levels are open to explore in multiple ways, allowing the player to find hidden collectibles and new areas.
I created all of the art assets and animations for the environment, items, UI, and visual effects using Aseprite.
I designed all of the UI layouts and programmed both the UI's functionality and cross-compatibility with keyboard and controller inputs.
I worked with our narrative designer to create environmental storytelling within the unique level settings throughout the game.
I programmed the inventory system and integrated it with the existing collectible item code.
I programmed the visual effect for the sound-detecting rings that emit dynamically based on the player's proximity to enemies.
I programmed the after-image effect that trails after the player at high movement speeds.
I used Agile practices by holding daily scrums, having weekly sprints, and having a shared Trello board that our team maintained consistently.