Paper Samurai

Paper Samurai is a 3D isometric hack-and-slash game in which the player takes the role of a swift, deadly but good willed samurai to protect an old Japanese town from a demon incursion. The player need to fight through packs of enemies to retrieve three Ofuda Seals which will grant the player the power to defeat the great demon in an epic final standoff.

You can download the game at the VFS Arcade
https://community.vfs.com/arcade/game/paper-samurai/

 

Project Involvement

 

I programmed everything related to our main character-the Paper Samurai. This includes movement, melee, health, ultimate skill, respawning and cinematic sequences.

 

Given the distinct visual style the team is aiming for, Lots of care was taken when implementing artists’ assets into the game. Coordinating with artists and other programmers on asset design and implementation was also a big part of my job working on Paper Samurai.

 

I was also responsible for all audio implementation for the game. My duties on audio include communicating audio design goals and priorities with the audio team; programming all audio implementation in engine; gather feedbacks on audio to forward to audio designers; audio debugging using both the Unity debugger and Wwise inspector, as well as providing information and support to audio designers on how the game code functions.

 

Debugging tools and QA was always important in our development since they allow us to iterate faster on game feature testing and keep the game build working at all times. During development, I was responsible for building a debugging system for the game in the form of a cheat menu as well as handling our QA pipeline. I worked with the other programmer on the team in a peer setting and we log and report bugs to each other throughout the development.

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Bo-nanza!