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Timely Cleaners

In Game Development I (1st semester, Junior Year), I was part of a five person team tasked with making a 3 to 5 minute game in Unreal Engine (C++). Since the assignment was given on October 21st, 2015 (the day Marty and Doc arrive in "the future" in Back to the Future II), our professors decided the games ought to be about time. My team sought to make use of time in our actual mechanics and we ended up with the idea of a house cleaner who can clean a home in 10 seconds or less by traveling back to the start of the same 10 second period over and over. This creates puzzle-like scenarios where the player must avoid "past selves".

 

You'll notice in the video above that once I finish my first 10 second run, I spawn in a new position but I can see myself in the original spawn position - that "me" repeats my actions just as I performed them earlier. If I were to run into my other self or the cleaner he is shooting, I would lose a life and the level would restart. 

 

My contributions to this game included the overhead map function that lets players choose where they spawn, much of the feedback the user gets from their actions, including all the sounds and particles, as well as high level design choices and tons of playtesting.

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