Monsoon is a third-person 3D platformer where you journey around a tree to save monster villagers from the rising flood. Traverse over various platforms and make risky jumps to find as many villagers as you can!

Monsoon was created at DigiPen Institute of Technology. The game engine was built in Fall 2023, and the game was created in Spring 2024.

My Contributions (Game Design Lead, Gameplay/UI Programmer, Audio Engineer, Technical Designer)

  • Designed and programmed movement, jumping, and camera controls

  • Programmed moving, magnet, bouncy, and disappearing platform functionality

  • Programmed rubber-banding for rising water with minimum and maximum speeds

  • Designed UI functionality for the collection HUD and menus

  • Created the scene transition with a pixelated post-processing effect

  • Designed the opening and ending cutscenes with the dialog of the ending cutscene changing based on the number of villagers rescued

  • Created audio events in FMOD Studio and programmed audio play points and volume changing for ambient noise based on how close the player is to the water

  • Engine building

    • Physics

      • Collision detection with axis aligned bounding boxes for broad phase, and the
        Gilbert–Johnson–Keerthi distance algorithm for narrow phase, with the Expanding Polytope Algorithm used to find the penetration normal and depth

      • Collision resolution with impulses and collision events

    • UI

      • Setup UI with standard positioning, scaling, and anchor points

      • Created a UI editor with ImGui for in-game editing

    • Audio

      • Integration with FMOD Studio

    • Scripting

      • Built an object-oriented C++ script class with init and update functionality

    • Controller support

      • Multithreaded

      • App layer has access to Down, Up, Enter, and Release states

  • Wrote the game design document

Duration: August 2023 - April 2024

Game Engine: Custom-Built C++/Vulkan

Gameplay

I did the majority of gameplay for Monsoon, including player movement, different platform types, and cutscenes. Below is a video showcasing all of the game with all villagers collected.

Endings

Since the focus of this game is collecting villagers, I created slightly different endings based on how many villagers were found. Below, you can see the bad ending (no villagers found), the normal ending (some villagers found), and the good ending (all villagers found).

UI Editor

I created a UI editor for myself and my team’s undergrad game designer to easily edit the UI transform, visual, and script data on screen in-game. Data can then be saved to the appropriate JSON file. In addition to Monsoon artwork by Bailey Gibbons, this video also features artwork created for Kartaclysm by Alder Moffett.

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Kartaclysm (Custom-Built 3D Game Engine) - PC - Shipped