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Chimera

A 2D Dungeon Crawler! As a scientist driven mad from losing your daughter, creating chimeras to fight for you by slicing monsters into thirds and traverse through the dungeons to try and find an artifact that can revive the dead. How many chimeras must die to undo your greatest regret?

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I co-led the game with 25+ members. I was the Programming, Art, and Writing/Design Lead.

What Did I Do? 

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What Have I Learned?

I learned a lot about general game development management - mainly, that it was integration-heavy and it was my primary job to get at least a minimum viable product (MVP). Working with my co-lead, Sophia Wang, was amazing - we both complement each other's skillsets and personalities well, and we overall did a good job for our first time leading. As a programmer, I quickly learned the importance of modular systems from the get-go. Sophia and I developed the system initially knowing how to implement everything, but it wasn't modular or easy to pickup for our programmers; as a result, we didn't have as many programmers as we needed or hoped for. We definitely underestimated the amount of work involved in polish, which is pretty evident in our current game demo. However, the art pipeline was a success, and me filling in the gaps not only taught me a lot about pixel art and animation but also showed me the essence of being a team player. Chimera fostered a lot of collaboration, camaraderie, and friendship that I am so proud to showcase, and it was so inspiring to see the drive from our members with the creation of Chimera. I truly hope it was as awesome for our members as it was for me to watch us all grow.

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