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Developers

Nahid Uddin (Game Director, Me)

I was the one who had the concept of the game. That also meant that I was quality control as well as artist who was in charge of the panoramic scenes in the final game. Another thing i needed to do was, delegate the workload appropriately to everyone in my team. I also dipped my toes into the programming aspect of our game, which was a little fun, since all of the bits of programming were exceptionally easy to create - so no errors.

*also i couldn't feature the other's instagram like mine. I would if i could. You can click on their profile and it should send you to their pages.

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Mohammad Chummun (Artist)

A valuable asset to the team. He focused on all the supplementary art assets, and some of the absolutely fundamental art assets, like the VFX particle system assets. Another aspect of the game that he got to meddled with was the environment, and the 3D modelled props made in Maya.

Ciáran May-Townsend (Programmer)

A proficient programmer with beyond potential. He dealt with the much more difficult intricacies within the game, like altering and changing the way in which Unity reacted to gravity, through his programming prowess. 

He also helped me (the Director) with generating and developing ideas in the game, which pushed the game toward a finished product.

Nawaz Harris        (Sound Designer)

Without sound, the world is pretty damn boring. Nawaz allowed the game to gain it's cohesion and pushed it to create a more immersive experience when playing the game.  

He also was in charge of marketing the game through Instagram and Twitter, with constant updates and engaged with the small community.

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