Xenolyte
Point and click, 8 weeks half-time, 6 programmers, 2 leveldesigners and 5 graphical artists
Graphical Artists
Fredrik Appelholm - Kevin Alonso - Kushtrim Brahimi - Jacob Brodin (animation) - Jonathan Antonsson (animation)
Programmers
Simon Eriksson - Emil Axelsson - Joakim Andersson - Måns Andersen - Mattias Davis - Hjalmar Danielson
Level Design
Agnes Christensson | Rikard Carlsson
Main Contributions:
Organizing
- Setting up overall workflow/rendering pipeline for the Artists
- Setting up the naming convention for props, meshes and materials.
- Created a color palette for the game
- Was building a system for referencing files through Maya/SVN (which later was scrapped)
Modelling
- Props: Sci-fi door, lamps, boxes, microscope and AI surveillance camera.
- Also rendered and was responsible for all the assets in the Airlock room.
- Rendered and helped with other parts of the game as a puzzle in the lab room.
2D
- Assets for a puzzle where the player had to connect wires
- Assets for the puzzle in the cafeteria room
- Assets for the puzzle in the OCC room.
- Assets for the puzzle in the Airlock room
- Created the background of outer space in the cafeteria.
Other
- Worked on the functions of different Airlock puzzles together with our programmers
- Overall lighting in the airlock
- Fixed minor errors with the first room known as the ship and parts that he player could interact with
- Checking up on the overall progress for the Artists on their rooms and assisting them on whatever was needed.
The Ship
Puzzles and color palette