Hubris


The Premise
Hubris is a 2D local multiplayer platform fighter, with simple, fast paced one-hit-kill combat. Outwit and outplay your opponent as you scale to the top of a giant arena, where "up" is relative to which player has the lead. Defeat your opponent to turn the tides of battle (and the arena itself) 180° in your favour. Hubris was developed by a team of 4 over the course of 7 weeks, and is planned to receive future updates.




Lead Game and Level Designer
Designed and balanced character actions and controls
Created early prototypes for mechanics to quickly get the core experience testable
Designed, tested, and balanced modular levels fully playable when rotated 180 degrees
Sound Designer
Created or sourced and implimented all sound effects
Playtest Facilitator
Prepared a playtest protocol and facilitated testing
Analysed feedback to form conclusions and create action items to guide future development
My Roles
My Responsibilities


Asset Pipeline
Implement visual and audio assets created by the team
Game Feel
Working closely alongside programmers, balanced visual and audio effects to best contribute to the intended experience in a satisfying and natural manner
GitHub Project Management
Was a primary reviewer for GitHub pull requests from teammates, ensuring each contribution was meeting team standards and functioning as intended
Challenges Faced


Short development timeline and small project team
Overcame by carefully planning and adjusting the project scope as necessary, mindfully prioritizing tasks, and working at maximum team efficiency
Internal team conflict regarding task assignment
Overcame by constructive discussion to ease concerns and alterations made to our team communication going forward to avoid future misunderstandings
Skills / Knowledge Gained


Experience with a publisher/developer type relationship
Experience working in a higher stakes professional setting as opposed to strictly educational settings
Greater practical applications of level design theory centred around a unique mechanic
Experience with new project mangement tools (HacknPlan and GitHub Pull Requests)
Experience working as the lead game designer alongside developers primarily of other practices
Adaptation of joining a project already in the production phase of development
Early level mockups on paper!
This website, along with everything showcased within it, was created without the use of any generative AI.