Lead Programmer (Beautiful Elevator Kids)
Procedurally generated survival horror
About the game
Control a 13th century assassin. Venture deep into the bowels of a hostile cavern
in pursuit of a foreign leader. Master your crossbow and environment over seven procedurally generated levels
in this atmospheric challenge.
Made over fifteen weeks as a group project, our team doubling in size halfway through. The last weeks of development
were marked with rapid changes, a marked increase in quality, and shifts in the group dynamic. This game proved so
challenging that we were forced to add checkpoints, something we were previously opposed to.
This was my first experience working with Unity3D, which taught me exactly how Entity-Component models are supposed
to function. I'm pleased with how well this turned out. I'd still love to go back, fix some small bugs, change the anticlimactic
ending, and add player-configurable game modifiers.
Benjamin Thomson, lead designer and level maestro.
Charles Stone, systems designer and scripter.
Zach Collins, who created the game's environments.
Charles Stone, who brought our creatures to life.
Vasily McCausland, who programmed the game's main menu.
John Alexander Cotto, who made humorous/terrifying noises for us.
FreeSound, source of the game's tense soundscapes.