Description


  • 12 Weeks, 50%
  • Custom Engine & Unity

In Pitfoil you play as a scavenger named Grippley, after slipping and falling deep into an abandoned factory you must find a way out. 


Run, climb and jump your way through dangerous environments while activating old technology to forge your path. But beware; for not all technology is beneficial, some may even have a mind of their own...


The game features 5 beautifully hand crafted levels displayed in stunning pixelart.


- Development -

Logo

The meaning of Friends
Pitfoil was where magic happened. Something in our Team just clicked and we all became friends. It was some of the most fun I've had during my time at TGA and while the project went on for so long, the people behind it made it all worth it. Because of this experience I started opening up myself towards others much more, and ultimately became a better person.

Pipeline
During the project I was in charge of the level exportation from Unity to our Custom Engine. This included:
- Textures & Animations
- Colliders & Triggers

- Objects with Functions


In Unity we wrote all objects in the scene to a .json file, going through multiple error checks in-case someone had done something faulty. Then we read the file in our Custom Engine and recreated the scenes, with added gameplay functionality.


(Click to Enhance)


- My Contribution -

Tools

The Project featured 3 larger tools in Unity;
A Prefab Replacement Tool, something which became a staple of all future Unity projects I was part of. The Tool let you select objects in a scene and replace them with a prefab of your choosing. This was used by our Level Designers to a great extent, and speeded up their process a lot. It would also solve tricky situations where a Prefab had become corrupt, and all of its instances were practically useless. The Tool could however let your choose those corrupted instances and replace them with a new intact Prefab, and keep the same Transforms. Meaning that we practically negated the horrors of corrupted Prefabs.


A .DDS to .PNG converter, our Graphical Artists were forced to create .DDS files which were incompatible with Unity, which led to a need for converting them if we wanted to preview them in our Unity scenes. The file took any amount of images you inputted and then spat out the converted files in a folder of your choosing.

A Spritesheet Animation Previewer and Editor, which let you add your Spritesheet and play the animations while in Edit mode. You could then change the parameters such as speed if it should loop, or if it was part of an Environmental Object and which type of animation it was on it (ie. Activation, Active Loop, Deactivation, etc.).

Environmental Objects
Almost all of the technical objects in the environment were made by me. Things from drawbridges, buttons, an electrical system with Cables, steam vents, crumbling floor, cinematic pauses... The list goes on! This also includes non-gameplay objects such as the animated environment or objects triggered by colliders.

Triggers w. Environmental Objects


Steam Vent Environmental
Drawbridge Environmental

Camera System

The Camera System of Pitfoil could be controlled through Triggers to set desired offsets and border sizes, all to create cinematic moments. It features things such as parallax and render layers, and at one point I optimized our render logic behind it so far that we went from ~30 fps to ~120 fps.

Camera System

- Co-Workers -

Easter Egg!