
Will Anderson
Video Game Developer
Key Features
Impossible Rescue
Download
-
Multidisciplinary team of 10
-
Created "Shadow" companion
-
Worked on Secondary systems
-
Custom Cocos2dx framework
-
Level transitions & cutscenes
-
In-game UI and main menu
-
Worked to production milestones (Alpha, Beta, Release)
-
Perforce usage
For the first two modules of my Postgraduate Degree we were asked to create a game inspired by Impossible Mission, Manic Miner and Shadow Complex titled Impossible Rescue. The game involves the player (Danielle) and her companion drone (Shadow) infiltrating the enemy base on Mars. The goal of the game is to navigate the obstacles, avoid the enemies and hack the terminals to rescue the President's Daughter.
Key features of the game include platforming, hacking terminals, advancing through the story and defeating the timed "boss" levels at the end of each act.
The game was created using a framework built on top of the Cocos2dx framework given to us by the university. We used this framework with the OGMO Editor to create the intricate levels quickly.
For my part in the game, I found myself not creating the core mechanics, but everything else. The main focus of my attention was the Shadow companion drone, creating an object that closely followed the player and could be deployed to hack terminals from afar or stall enemies for safe passage. While this took most of my time, I also created the cutscene capability to load a ticker tape of text in between key scenes before advancing to the next level.
I created the main menu and in-game UI to provide information to the player including the timer indicator for the timed levels.
The game was created in a game studio simulated environment, meaning we first entered a pre-production stage creating the prototype showing the possibilities of the game before moving onto the production stage where the game was created to the determined scope. In the productions stage we worked to Alpha and Beta milestones with regular presentations to receive feedback on current progress.
All code was hosted on a Perforce server giving me skills in industry source control and allowing the smooth integration of work across the different disciplines within.
The game runs on Windows with the PS4 controller.



