Developed by Jeremy Gough, Samuel Ainsbury, Mirelle Mimiague and Alex Ho
Pop-up Panic is a mobile game developed for my capstone units in partnership with Energy Queensland. It's a mobile game designed to bring awareness to cyber security issues through the rapid paced microgames situated across the levels. Players must navigate a constantly changing office environment, completing microgames to protect the company's devices and network. The game is designed to be fun and engaging, with a focus on quick play sessions and rewarding performance.
As the primary programmer within the team, I am responsible for the development of most systems and mechanics, this included but is not limited to; microgame spawning, the microgame controllers, hazards, players interaction with the environment, score, menus, NPC interactions, scene management, level transitions and many more features.
Pop-Up Panic has been a really unique learning experience for me. It has allowed me to delve into the world of mobile game development and gain some firsthand experience working with an industry partner. These are both crucial skills to develop, especially with the current landscape of the games industry in Australia and more specifically in Brisbane. The project has helped me develop my skills not only has a programmer but also as a professional. I have had the chance to work closely with an excellent team of people who are not only talented by also invested in this project.
I have also developed a new appreciation for the work that goes into a mobile game as it is significantly more complex than I originally had thought. Optimisation and UI design are two areas which haven't previous required much attention but due the vastly different performance and specification of mobile devices, have become a serious focus for myself and my team.
Some of the key project skills and takeaways can be found below:
Optimisation within a mobile game
Developing dynamic UI interfaces
Automated analytics built into a game
Additive scene management in unity
Modularity within a game environment
When developing Pop-Up Panic one of our main goals was to develop systems that were modular and enabled easy iteration. To achieve this, we spent a large portion of the first stage of development making a modular framework that allowed for rapid iteration and experimentation. This approached ensured that we would not only be able to achieve our vision for this game but also enabled the game to evolve and adapt to player feedback. Each core system with the game was developed with the vision in mind and it has proven to pay off as the second stage of development has so far been running along smoothly.