Slug Wars is the debut game of Hovi Production. It's a thid person online multiplayer
game developed in Unity. The team consisted of 8 core members and several contractors
and freelancer providing development and assets to the game. The game had development
time of ~1 year.
My Role
During the games development I worked in the role of Programming Team Lead which
consisted of leading a 5 person programming team, multiplayer programming, architecture,
CI/CD, implementing Agile -working methods as well as coding practices and reviews to
the team
Programming
In the project I developed multiple key systems into the game. Among these are the
shooting system, effects system and several power up that can be found in the game.
In addition to gameplay systems I developed analytics for the game using Unity Analytics
-service, allowing the team to monitor the game in beta testing and analyse player
behavior in the game and adapt accordingly
I also helped refactor the code base allowing for the system to be expanded as the game
grew out of its original game design into something greater. With these refactoring I
enabled the team to develop the game more quickly and more easily than before.
The refactoring also improved the games preformance on the computer and over the network
in a measurable amount.
Team lead
In the development of the game I leveraged the previous professional experience I had as
a programmer and took on the leadership position in the team.
In this position I helped other programmers and guided them in the development of the
game as well as planned the programming side of the games development and divided the
tasks to the other programmers.
Having worked in Agile teams before I saw a great opportunity to bring the team to the
Agile methodology. This was done through internal training and introduction of industry
standard tools like Jira.
The team adopted Agile well and it improved the project management and team
communication during the development. With Jira we were able to track issues and
features better and faster, allowing us to release Beta builds quickly.
CI/CD
When we released Slug Wars to open beta on itch.io I saw an opportunity to implement
CI/CD pipeline for the game to allow us to have faster releases. Previously the game was
build and released by hand, which was slow and prone to error.
To fix this I implemented a CI/CD pipeline with Github Actions to build and release the
game automatically to itch.io
The pipeline was set to generate development build every Sunday, for quick testing, and a
release build for every git tag to make sure that there was always a stable build
available for a player.
After building the cache, the pipeline took ~10 minutes as a whole and it was used 47
times over the development of the game.