June to September 2019 at Pajama Llama Unity (C#) Steam page
I worked on Flotsam during my 4 month internship at Pajama Llama and I had the chance to be there for the game's Early Access release which took place on the last day of my internship. I was part of a 9 people team and we worked following Agile methodology and with a strict code review policy.
During my internship I worked on new as well as already existing gameplay features, UI programming and bug-fixing during the period preceding the Early Access release. We also worked in English during the whole duration of the internship.
First of all this internship was a very valuable experience. I got to work in autonomy on new features as well as a lot of existing ones : I reworked them from the closed-alpha player feedback to match the quality requirements of the Early-Access release. The diversity of the tasks allowed me to quickly become familiar with the game's code base.
Alternative navigation mode for agents : Flotsam agents' navigation is handled thanks to an A* pathfinding algorithm but we needed them to alternatively be able to use Unity's NavMesh navigation for specific cases. I refactored the navigation code with inspiration from the Strategy design pattern in order to decouple as much as possible the navigation-related calls and the used strategy.
Survival Guide : I created the UI architecture of an in-game guide for the player. The guide allows the rest of the team to easily and efficiently add pages and categories without having to code thanks to Scriptable Objects. I also implemented a notification system in order to highlight pages for the player's attention when they perform specific game actions.
Save Menu : The saving system needed to be extended to handle multiple save files instead of only one. Therefore I created the UI of the saving slots and implemented the management of the save files.
Bug-fixing : I focused my efforts on bug fixing during the three last weeks in order to help us get the game ready for the Early-Access release.