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Post Drone

Technologies Used:

  • Unity Engine

  • C#

  • Jira

Itch Page:

  • Perforce

  • Vs Code

Team project that consists of 9 people done in 2 weeks.

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My contribution including but not limited to:

  • Drone Movement: including the drone bouncing from walls depending on the collision speed

  • Audio Manager

  • Camera Movement: used Cinemachine to save time

  • Game Manager

  • Logic for Packages and Package Pick-up and Drop-off points

Details:

Post Drone is a racing game where the players are picking up packages at the distribution centers and dropping them off at the package swipers, meaning the robots. The theme for this project was future transportation, and we saw drones were the future transportation for items.

There was also a target audience for this game, which were children between 6-12 since after the first week we would have had a playtest at Tekniska museum and they were playing the game and giving feedback to it

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This project was developed in Unity by team of 9 people and it has been done in 2 weeks. This was part of the Futuregames education. The present roles were designers, artists and programmers. My main role in this game was to be a programmer but since the timeframe for this game is short I helped in every field that I can, including designing the game

As a programmer, I most likely worked in almost every aspect of the game as long as it was related to source code but since the timeframe was short, I have used some of Unity's functionalities like Cinemachine. Therefore I am going to talk about the development process more than the code itself, since that was more interesting

The game first started as an exploration game, where you play as the drone and interact with objects around the world, you could pick up and throw objects, including coconuts that are placed around the map. However after the initial playtest, to the target audience, they wanted to have a game that's more fast paced and filled with action. They also asked if there is a way to die and lose the game.

After the playtest we immediately decided to have a conversation about changing the game and came up with racing idea. We re used some of the functionality, like picking up objects, and added more on it in during the second week. Since most core functionality was already in the game, like most of the drone movement was done, we just needed to add ways to have the movement speed up, like speed powerups or so.

What is my take on the project

The team worked like a clock and therefore by the end of the second week, we had a fun racing game which we even started to speed run it to see who has the best time. 

Also during this project I was waiting on my student visa for Sweden so I had to work on this entirely remote. Which created some challenges but nothing that we could overcome

My perspective on this project is that, even within a short timeframe, a fun and impressive product can be achieved with a well-organized team."

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