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Amidst interdimensional chaos, survive as up to four combatants taken from their worlds in this intense gauntlet! Get creative with powerful upgrade combinations to fight against relentless hordes of robots and amalgamated environments to get back home! Who's causing the chaos? What happens if you fail? Endure the inconceivable in Mega Dimension Ripper 9000!
Dates: September 2024 - May 2025
Role: Director, Programmer
Technologies Used: Unreal | C++ | Blueprint

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Opening

Shop

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My Involvement
Director


For this 14-person game development project, I was the director. I created the original pitch for the game and continued to be the design lead by coordinating an interdisciplinary team involving music, art, programming, and design.
Every other sprint, I held a game design meeting for those interested, during which I, among other team members, pitched game design solutions and discussed what to move forward with.
Level Programmer
In this game, each level is 2 minutes long and consists of all the props and walls being converted into the aesthetic of another environment over the course of the level. The next level will begin with the last level's ending environment.
As the level programmer, I coded the procedural generation of each level and the conversion of all the props in the levels. This includes randomly selecting the least used environments and props so the game doesn't feel repetitive, and applying glitch VFX made by our VFX artist.
Going forward, I will implement intractability with all props, environment gimmicks, lighting unique to each environment, and floor-converting.



Difficulty Programing
I have implemented a difficulty system that takes the level number, wave number, and player count to determine which combination of enemy types are spawned and how many of them are spawned in a given wave.
The definition of enemy waves and the timing of them was designed by me.
The difficulty scales to fit any situation so the game never feels unfair while still providing a steadily increasing challenge.


Representing our Game at Conventions

Setup Closeup

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Setup Closeup
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Our team had a booth at the Stout Game Expo Fall 24 and Spring 25 in Menomonie, Wisconsin. It was a great experience to see so many people play our game with a smile and give us feedback.
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