MY WORK
Small squads, different ways to play
I worked on squad controls and abilities that demand different amounts of player attention. Networking and performance were another focus. This case includes material from early and final student versions.
Squad controls
I implemented mouse-based unit selection, movement, and abilities. The objective is to get balls into the goal. With no economy or base building, the player can focus on the squad’s actions on the field.
Different demands on player attention
The Sprinter needs frequent commands, while the Magnet captures a ball and carries it slowly with less input. I designed this difference and built a system that supports adding new unit types and abilities.
Squad growth and game modes
A match starts with one alien. Points can buy extra units or active abilities. I implemented two modes: Cosmo Ball with changing goals, and Cosmo Rush, where enemy waves interfere with scoring.
Network profiling
Busy matches caused stalls in the early multiplayer prototype. I profiled network traffic to investigate the causes and worked on optimization. This recording predates the visual and rule changes in the final presentation.
















