Marcelo Spiezzi Raimbault
Game Developer
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
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
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