Overview

Cthulhu and Me is a third-person pseudo-roguelike where the player progresses through semi-random levels and unlocks new weapons along the way.

Platform: Windows

Role: Tech Designer and Scrum Master

Engine: Unity

Date: January 2025 - May 2025

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My Work

  • Worked as a Scrum Master, teaching and leading my team through agile rituals
  • Created the grenade weapon system
  • Created documentation and concepts to help programmers with implementation
  • Implemented sound effects using FMOD
  • Implemented VFX made by artists
  • Helped maintain scope throughout the project

As a designer, I spent my time concepting enemies, implementing our artist’s VFX, and helping our UI designer connect our player variables to our UI elements, but the system I spent the most time on was the grenade system.

In-Depth: The Rubber Ducky Grenade

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The rubber ducky grenade is a weapon that the player gets towards the end of the game. It makes handling the small swarming enemies easy and is effective against the tanky bed-wielding Bed Monster. For the grenade itself, I wanted something that required a little more planning than just throwing it towards an enemy. So, everytime the grenade bounced, the explosion’s radius would increase, and the time remaining would decrease. This encouraged players to use the environment with the grenade to kill more enemies quickly. To communicate this to the player, each time the grenade bounced, the rubber duck became redder and the explosion itself would be noticably larger.

Learnings

Cthulhu and Me taught me how to assist a team to push forward to make our best work. I learned how to manage cutting features and how to get people to move other areas where help is needed. I also learned how to manage conflict within the team.

At one point, the team was discussing whether we should keep jumping in the game. A couple people were really for keeping it, saying it would help with level varity, while some others were against it due to time and wanting to focus on other features. I told my team that we should let players decide and test how much they were using the jump. We ended up cutting it due to players not using it or not finding it useful, we did end up adding it back for a secret fun mode where the player could jump without any restriction.

Team

Artists: Jiwon Park | Alanna Nguyen-Kenney | Harrison Green I Brendan O’Leary

Designers: Owen Grady | Max Schroeder | Alec Turgeon | Kristos Iliopoulos

Programmers: Benjamin Trudell | Victor Diab | Liam Mercado

Sound Design: Meghan Bennett