Hanyo

High Concept: Han'yō is a 2D side scrolling ability-based game that simulates the traditional duels of samurai.

Engine & Language: Made in 2D Custom Engine. C++

Team: 6 programmers and 5 artists

Tools Programmer

My role: Hanyo was the first project in which we had to build an 2D engine from scratch using C++ and the first project in which I had to work hand to hand not only with programmers but also with artists. Previously I had focused on gameplay programming but for this game I decided to focus on building tools, in this case an editor, for the 2D art so we could build the levels easily.

Designed and Programmed Level Editor:

  • Tools/Technologies Used: IMGUI, GUIZMO

  • Key Achievements: Created a user-friendly level editor that allowed for the creation and manipulation of game objects, including naming, positioning, scaling, and rotation.

Implemented Play/Pause/Stop Feature:

  • Tools/Technologies Used: C++, IMGUI

  • Key Achievements: Developed a play/pause/stop feature to run game systems within the editor, allowing for real-time testing and debugging similar to Unity's workflow.

Developed Object Edit Feature:

  • Tools/Technologies Used: C++, IMGUI

  • Key Achievements: Enabled adding, removing, and editing components of game objects, accelerating iteration by adjusting variables during playtesting.

Created Multiple Selection Tool:

  • Tools/Technologies Used: IMGUI, GUIZMO

  • Key Achievements: Implemented a multiple selection tool, facilitating the construction of base levels and collaboration with artists in building entire levels within the editor.

Integrated and Built 2D Art:

  • Tools/Technologies Used: IMGUI, GUIZMO

  • Key Achievements: Worked closely with artists to integrate and build 2D art in the editor, using the multiple selection tool to streamline the process.

Implemented Animation Control:

  • Tools/Technologies Used: Spine, IMGUI

  • Key Achievements: Integrated animation control into the editor, enabling the loading and management of animations, enhancing the visual aspects of the game.

Notable Challenges Overcome:

  • Overcame the challenge of developing a robust and artist-friendly editor from scratch, ensuring it was easy to use while providing powerful features for game development.

Key Contributions:

  • Played a crucial role in developing a comprehensive and user-friendly level editor, significantly enhancing the collaboration between programmers and artists and accelerating the game development process.