A singleplayer action, fighting game that revolves around killing pastries.
Used Skills: Unity, C#, Blender, Trello
Pastry Knight is a Hades-like game developed during the Game Development minor at The Hague University in Zoetermeer. Over the course of five months, our team of ten students worked together to bring this project to life.
My contributions to the game included: 3D Art & Animation, Level Design & Implementation, VFX and Sound Implementation.
We built Pastry Knight in Unity using C# in the Universal Render Pipeline.
For 3D Art & Animation and Level Design & Implementation, my main focus was creating the first level, Strawberry Fields. Below, you can see the different iterations of the level and its models.
All the models shown in the images—except for Sir S. Shortcake (the player character)—were designed and created by me over the course of the five-month development period.
In the programming department, I was responsible for sound implementation, ensuring that audio elements enhanced the gameplay experience. This included effects like the player getting hit, swinging a sword, and dynamic background music with an underlying system to control it.
For the level itself, I also handled various interactive elements, such as vines that open and close upon entry. Additionally, I worked on animations and VFX, carefully syncing them to player actions to create a more immersive and responsive game world.
To standardize sound properties across the game, we used Scriptable Objects. This allowed us to define key audio variables such as volume, pitch, looping, and randomization in a structured and reusable way.
We utilized these variables in a simple yet effective function to handle audio playback. This function dynamically adjusts pitch, volume, and output settings while also selecting a random clip if multiple are assigned, ensuring varied and immersive sound design.
Every VFX you see in Pastry Knight is made in unity, using a combination of models, animations, particle systems and VFX graphs. For example Sir S. Shortcake's dash, was made by duplicating the skinned meshed renderer for his dash effect.
Sir S. Shortcake's dash
Groundslam