“Take off on a broom and dash through vast woods and tight caves as you escape its owner who can use magic to bend nature to her will.”

My Contributions

  • Leadership

  • Player Movement

  • Arc Generator Tool

I believe that Ditch The Witch is the only project I could say I had some sort of leadership role. In our group I got to the understanding that I was the most familiar with Unity at the time and was therefor in charge of helping people get into the workflow of the engine. I tried my best to encourage programmers with Unity knowledge to pairprogram with people who didn’t in order to keep the wheels turning while they were being taught the engine in a practical setting.

I was also usually the person people went to if they had an idea and they wanted it to show up in the engine. My plans may not have been very structured but I was usually the person people went to in order to draft a course of action for their ideas.

I really enjoyed working together with everyone in that group and I feel like I got a connection with everyone involved over the course of the entire project. If I could I would love to work in that group again.

Player Movement

The player movement of this game turned out pretty good in my opinion. The player sits on a spring which makes it respond visually to landing from a high jump. But the parameters of this spring was constantly tweaked throughout the development of the game resulting in longer and shorter jumps which our poor level designers had to retrofit into their levels constantly. I think the movement felt pretty good in the game, but the constant tweaking right until the very end of the development cycle wasn’t any good for our level designers.

Arc Generator Tool

Because of the constant changes I did to the players movement I tried to help the level designers out by creating a tool to regenerate the arcs of our collectibles. All it did was take a initial velocity and used calculated what height the player would be at in the given XZ position.

These initial velocities were experimentally set by me so that the level designers could just pick an action the player would be doing and click generate arc to create a perfect arc.

(Before)

(After)

Jag Studios


Programmers

Jacob Torudd

Viktor Andersson

Liam Sjöholm

Jonathan Karlsson

Erik Edfors

Marja Tonteri Tillgren

Artists

Maja Rosvall

Sejla Jahic

Lovisa Österman

Animators

Oskar Lind

Yones Ibrahim

Level Designers

Martin Trosell

Elias Olsson

Pontus Hedenberg