Gameplay video showcasing Day 1 of our current beta build.
Social commentary on the pandemic and front line workers_
For my third-year Game Production &
                                            Planning course, we had to select and research one of many social issues of
                                            inequality. Using that issue, we had to plan, develop and ship a game
                                            centered around that topic within the school year.
                                            My group and I, AKA The Minimum Wagers, looked
                                            to create a narrative simulation game about being a grocery store cashier
                                            during the pandemic, similar in mechanics to Papers, Please (2013).
                                            Using the first semester for the pre-production phase, me and my group mates
                                            outlined the necessary production plan and documents that showcased our
                                            vision and design process.
                                            The second semester was spent implementing our ideas, playtesting and fully
                                            developing our game project in engine.
                                            
                                            Originally, the group featured 
                                                2 programmers
                                            , including myself. Due to unforeseen personal circumstances, our
                                            other programmer had to leave from the project, 
                                                leaving me to work as the sole programmer
                                             on the project.
                                        
Roles: Sole Programmer, Technical Lead, Technical Artist, Audio Designer, Game Designer
                                            Team Size: 3
                                            Timeline: 2 Semesters
                                            Course: Design Practice 4: Gamification
                                            Tools:
                                            
                                                - Unity
 
                                                - Photoshop
 
                                                - Aseprite
 
                                                - Github
 
                                            
                                        
                                    Work In Progress Screenshots_
My experience as a Solo-programmer & Technical Production Lead_
                                            Having been working on the project for one and half semesters, it was a
                                            shock to our group when our other programmer had to depart. For me, it meant
                                            that I had to
                                            pull up my pants and get to work restructuring all of the project's code and
                                            programming all of the unfinished systems myself.
                                            
                                            Originally, my main responsibilities on the programming side focused more on
                                            the interactive gameplay systems, such as picking up products, scanning
                                            them, using physics to
                                            make them move around the game world and implementing the audio and item
                                            pricing systems for the game. Now, on top of all that, I had to work on the
                                            customer generation algorithm, dialogue system, level manager
                                            and quite literally, 
                                                everything,
                                             programming-wise.
                                            
                                            As this was a huge undertaking so late into production, I had to make a lot
                                            of adjustments to the scope of the project and later implement all the core
                                            features for upcoming playtests.
                                            The techniques I used had to be designer-friendly, meaning
                                            that my other group members (who are not programmers) could easily add
                                            content to the engine with little hassle/conflicts.
                                            I implemented a class for Customers as a
                                            ScriptableObject, allowing for better-optimized memory usage and the
                                            ability to create/organize multiple Customer assets easily, that could be
                                            loaded through a custom script.
                                            I did the same for the Dialogue class, allowing us to
                                            easily implement dialogue for each individual Customer's ScriptableObject.
                                        
Working as a solo-programmer has its upsides, as there is less version control conflicts and no time wasted trying to understand someone else's code.