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ABOUT CULT

 

Cult is a fun FPS multiplayer game developed at The Guildhall at SMU by a team of 7 students.

 

With a distinct art style that draws inspiration from Tim Burton’s masterpieces such as The Nightmare Before Christmas, Cult provides a fast-paced gameplay based on popular multiplayer games like Unreal Tournament.

 

Development Time: 4 Months
Team Size: 7 Developers

Weekly man-hours: 112 hours
Engine: Unreal 4

TRAILER

Anchor 2

MY RESPONSIBILITIES

Lead Level Designer:
 

- Helped the team to work efficiently using Scrum 

- Ensured inter-departments communication (art, level design and programming)

- Recorded and edited the crowdfunding video

- Designed the Level

 

 

 

 

- Created dynamic and layer-based materials

- Created particles systems and visual effects

Visual Programming using Blueprints in Unreal 4

- Widgets and animations for menus and In-game HUD

- Created 3D models and 2D textures

 

PRODUCTION DOCUMENTS

Postmortem

Sprint

Backlog

Sprint Retrospective

MINI POSTMORTEM

What Went Right:
 

Shared team knowledge

Team shared the same vision

Scrum Practices

- Good inter and intra departments communication

 

What Went Wrong:
 

Unstable game engine

Bad time managment

Crunch and burnout

 

What We Learned
 

Switching engines is hard

- Network features consume at least twice as long to develop 

- Multiplayer playtesting consumes a lot of development time

Workflow, breaking tasks more precisely

 

GALLERY

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