What did I do
We were 2 programmers on this game.
Michael Delva Started the project and kept working on all gameplay tasks. He made the player, integrated animations, gameplay mechanics, level editor, …
Here’s a brief description of the parts I worked on.
Console ports + TRCs / Cross platform abstractions
The game is available on Xbox One, Nintendo Switch and PS4. The game is 100% the same on all platforms and users can share their community levels between all the platforms.
Validation/Rejection tool for processing community levels internally.
Shift Quantum features a cross platform community level system. The backend for this system, including 3rd party authentication with console services, was handled by Gamesparks. We wrote a lot of code on GameSparks to handle
- Storing community levels in a MongoDB
- Retrieving community levels in small slices to avoid big network requests
- Storing player analytics
The community frontend features a list of levels created by other players on any platform. There are filter options available. After playing a community level, you’re asked to rate it. This rating affects the sorting.
Shift Quantum features quite an extensive menu. There’s a campaign, level editor + community part, settings
Using Unreal’s UMG system, it was a breeze to create scalable UI for multiple resolutions.
Shift Quantum website
I designed and coded the website.
- Introduction gameplay
- Audio implementation
- Bugfixes in UE4