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Kelton Weigelt

Project Type
Software Used
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Primary Role

Developer Commentary

School
Unity, Visual Studio
C#
Lead Developer

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Slide About This game was a school project made in five weeks by three artists and two developers. The second developer and I wanted to make a simple game so we could polish it and release it on Steam. Although we finally managed to publish the game on Steam this project went off the rails a bit and we had to dramatically reduce its scope due to limited contributions by the artists on the project. Nevertheless it was a great experience and I learned a lot about game physics and collision handling. My Contributions Player Physics and Collisions For Gunk, I wrote custom code to handle collisions and physics for the game. The 2D collision is handled with a basic raycast system. And although the player is kinematic I added a system that would allow it to interact with unity physics objects and as a result the player can push physics objects and be hit by them. The physics for the character’s main abilities are also hand crafted for example I used verlet integration (a numerical method used to integrate Newton's equations of motion) for the grappling hook physics. The grappling hook momentum is calculated and because of that the player can build up speed by swinging back and forth. The player experience is further improved by considering more than one grappling point in range. The game will favor the point in the direction your character is moving. If the character grapples from the ground the player will be pulled up slightly to make sure they are off the ground. View Code For Gunk, I developed the snails ability to walk on walls. This was very tricky to integrate into the 2D controller and caused a lot of bugs. There are many different cases to consider and they were not apparent when I began programming this feature. For example, if the player is on a walks off an acute angle and the wall below them is a sticky wall, should the player’s snail flip around or fall? We overcame this issue by deciding to make all sticky walls rounded. I also tested out many different control schemes for the snail and many different jump arcs. Fine tuning jumps took a long time but I am very happy with the end result.
View Code Advanced Camera Controller For all my other projects I wrote custom camera scripts, but I had heard many good things about the cinemachine plugin. I was not disappointed. I can highly recommend cinemachine for features such as camera bounds, custom look ahead, and camera switching and I will be using this plugin in future projects.

A short script I wrote to implement Cinemachine allows each room to have its own bounds and camera zoom level so the designer can make a cinematic experience. As the player enters a new room a new camera is created and the current camera then blends to the new camera. The new camera could be more zoomed out than the current camera, or it could offset the player’s location on screen for example putting the player higher on the screen. This is for example useful in sections where the player is supposed to travel downward and allows them to see where they are going.
View Code Level Design
I designed, tested, and created the first level. The project group had planned to make 3 levels but because limited production power we ended up making only one level map with art assets. This initial level was created with the goal of introducing the shell mode and sticky walls to the player. Sound Design For Gunk, I did the complete sound design. Some of the sounds I made like the squishy sounds and voice lines by making recordings in my kitchen, others were royalty free sounds I found online. I created a cute rolling sound for when the player is in the shell, changing the pitch based on player’s speed.

Slide Contact Me Here Thanks for having a look at my website I hope you enjoyed it. Please feel free to contact me with any questions or work offers. I am available by email or on social media. Thanks! Kelton Weigelt Phone:
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kelton.weigelt@gmail.com
keltonweigelt.com