Contributions
I was a lead developer in the player, input, enemy AI, and underlying systems enabling core features.
Alongside this I became a consultant for Unreal Engine problems while everyone was catching up to speed with the project.
I will not take credit for the polishing of the game. While the underlying systems is something I worked on,
I was absent from the project during the last two weeks of development.
Despite all of that my peers were able to fully finish the project and make an amazing result.
Teamwork
In this project I wanted to focus on development. We had an experienced designer
Robbe Heyde
taking charge of the project, a great designer whom knows how to adapt to a new environment.
This allowed me to focus on what I am good at.
From this I started to work on the framework of most features while keeping the developers in the loop.
Documenting the components created so they don't need to be referred back to me.
As the other devs were getting used to Unreal Engine, I became a slight tech support until my unfortunate departure at the end of the project.
They had gotten so well-versed that my absence did not hinder their progress, and we were able to make a finished game.
Communication and trust was key during this project. I trusted that everyone could do their work and they trusted me.
In the end all of that trust paid off. I again would like to state that I am honored to have worked amongst such talented people.