Game Designer, Unity Developer
First person shooters are my favorite genre, but I avoided making my own for many years due to concerns about scope. After shipping Everfling, I decided to just go for it and make a prototype, using it as a opportunity to learn about juicyness, tight controls, and enemy AI design. As part of the design process, I'm analyzing the mechanics of AAA first person shooters like Destiny, Titanfall 2, and Dishonored 2, looking for the small details that make each action feel great.
A key feature of Foxtrot is the "Focus Mode", where instead of aiming down sights, the character takes perfect aim at the nearest enemy and tracks with aimbot-level precision. This allows me to design the game more around decision making, positioning, and using cool movement abilities than measuring how good the player's aim is.
It also has throwing knives, because throwing knives are cool.
Created by a team of 2 programmers, 2 artists, and 1 audio designer/composer in 40 hours at USC. The team members had not met before the start of the jam, but we worked well together and created a very fun and surprisingly well-polished game. It was a joy working with such talented developers.