A 3D top-down stealth game about a trapped soul escaping his confinements by taking on the appearances of the guards.
This was an individually carried out project with the topic of rapidly prototyping a game idea. This forced me to make a game where I had little time to spend on how “clean” the code would be and start programming for testing’s sake. I had to come up with creative workarounds to achieve the same result than when I follow the coding conventions.
Rapid prototyping an idea
Letting go of past techniques and try something new
Kitbashing for level design
Letting go of the urge to program neatly and make everything right the first try improved my ability to make a minimal viable product.