Robot Rising was an action RPG made in Unity for play on web browsers.
As Scrum Product Owner, I was responsible for scheduling and overseeing all environment art and lighting, level design and building, sound fx and music, game-play and combat, item population, and player progression.
I contributed directly to the project, creating environment art, level design and game-play.










PROXY PIPELINE
I set up a pipeline for art that divorced visuals from game-play. Game information was stored in container objects what could call any art - this allowed art to work in parallel with design and engineering without the usual bottlenecks.
This was also instrumental in getting a massive amounts of content from a very small team. Once a level layout was built, we could apply any of our 5 tile sets, instantly creating 5 visually distinct levels from one.
Similarly, this made swapping in event or holiday items extremely easy, completely controlled by art.
The Grid System
Working closely with an engineer, we developed a set of tools inside Unity that allowed us to quickly build levels.
Visuals were controlled by a Scene Visual Palette, a file that held all the information for dye channels, lighting, fog, and post-effects.
By randomly selecting one of these palettes at run-time, we were able to present the player with a feeling of great variety.
Each of the 6 tile sets had 8 unique palettes created by an artist.
Video provided by Eric Chadwick
Visuals in action






