Party Knight is a chaotic and irreverent
party game I worked on during my third year at 3Axes
Institut.
We developed it as a team of 18 students, including two programmers. My main responsibilities were
building the minigames, integrating various assets, and contributing to parts of the overall
game-flow system. I also handled the prototyping of many of the game ideas, ranging from simple
concepts to more technically involved systems ; dynamic texture generation, rhythm-based minigames,
crafting using ScriptableObjects data, physics-based challenges through Unity's physics engine, and a
variety
of custom controllers.
I also built several Unity tools to streamline the work of our level designer and 3D art team.
Working with such a large group required a good amount of abstraction and a strict respect for
interfaces. Together with the other programmer, we set up a robust architecture based on black-box
systems, organized through multiple layers of diagrams to keep the project coherent as it grew.
We worked using an agile methodology. As one of the two Scrum Masters and the lead programmer, I was
responsible for organizing and running the recurring rituals, keeping the team aligned, and
maintaining a steady development pace.