Cameron Murphy
Technical / Systems Designer
PROJECT BURGER
A top-down roguelike in which you defeat enemies as you explore randomly generated dungeons.
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Platform: PC
Date: Winter 2024- Present
Role: Programming / Design
Engine: Unity Engine
Development:
This game was initially started by a friend I met back in college, who eventually onboarded me in early 2024. The basic concept and movement were already completed, and I was brought on to provide aid programming various systems, and helping to aid in different design decisions revolving around characters and enemies.
Contributions:
Level Generator:
My first major contribution to the game was creating a highly modifiable level generator. This functions by starting from a point in the middle of the map and drawing paths out from that point. Each step of the process can be easily changed using the Unity inspector, which also supports the ability to place prebuilt chunks on the map, and creating clumps of other tile types.
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Content Framework:
In addition, I created a pipeline for easily implementing new enemies, skills, and weapons. While consistent variables can be easily edited, they are also all setup as abstract scripts, allowing for easy overriding of new behaviors.
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Level Path Pipeline:
One major aspect of the game we wanted to implement was a branching level tree that allows you to travel from level to level, and find secret exits by completing certain objectives. In order to make this process easier to implement, I created a custom Unity window, that allows you to arrange levels in a flowchart, and connect them however you see fit. Changes to the flowchart will reflect in game allowing for an easy way to connect and visualize level progression.
What I Learned:
In addition to continuing to refine and hone my general programming skills, this project was the first time I really delved into the UnityEditor tools. I have learned invaluable information in editing the Unity inspector to make editing variables incredibly clear and easy for other designers, as well as creating custom editor tools to provide new functions to make development smoother.