MEGATROID - An exhilarating retro space platformer
MEGATROID is the third title from Triolith Entertainment, which also marks my third time bringing a game to market.
The overarching story of MEGATROID focuses on Hali’s struggle against the Imperium, an all-encompassing galactic federation with automated battle stations spread out across the galaxy. The leader of the Imperium is referred to only as ‘The Emperor’, though not much is known about him at all. The real, physical threats to anyone in the galaxy are the Face-frames; guardian AI's who govern the battle stations and their battle droids.
In order to gain more information about the Imperium’s vast network of battle stations, Hali has to gather data from the station cores, the Megatroids.
The overarching story of MEGATROID focuses on Hali’s struggle against the Imperium, an all-encompassing galactic federation with automated battle stations spread out across the galaxy. The leader of the Imperium is referred to only as ‘The Emperor’, though not much is known about him at all. The real, physical threats to anyone in the galaxy are the Face-frames; guardian AI's who govern the battle stations and their battle droids.
In order to gain more information about the Imperium’s vast network of battle stations, Hali has to gather data from the station cores, the Megatroids.
My responsibilities and contributions
MEGATROID was by far our biggest endeavor yet at Triolith Entertainment. The game was under constant development for a year before finally being released on August 1, 2012.
My main responsibilities during development were:
Having learned so much about game audio from our previous titles (Wisp in particular) I had high expectations of myself when creating the soundscape for MEGATROID. The game features a ton of sound effects (like each enemy having a unique voice) and 13 unique music tracks.
However, as with all small companies, I got to work on a lot more outside of my designated responsibilities, including:
Game performance is crucial on mobile titles, especially when the game is as 3D- and effects-heavy as MEGATROID. I had to keep the game under constant surveillance throughout the latter half of its development in order to ensure smooth framerates; reporting back to our programmers and discuss solutions to whatever was hogging the CPU at the time.
For detailed information about the game, head on over to http://www.triolith.com/
Also, before we released the game, we made a couple of Developer Videos, two of which were hosted by me. Here's on of them:
My main responsibilities during development were:
- level design
- sound and music production
- marketing relations (homepage documentation, forum relations, press relations
Having learned so much about game audio from our previous titles (Wisp in particular) I had high expectations of myself when creating the soundscape for MEGATROID. The game features a ton of sound effects (like each enemy having a unique voice) and 13 unique music tracks.
However, as with all small companies, I got to work on a lot more outside of my designated responsibilities, including:
- level lighting
- GUI layout & additional GUI programming
- player weapons design & balancing
- enemy weapons design & balancing
- game performance analysis & direction
Game performance is crucial on mobile titles, especially when the game is as 3D- and effects-heavy as MEGATROID. I had to keep the game under constant surveillance throughout the latter half of its development in order to ensure smooth framerates; reporting back to our programmers and discuss solutions to whatever was hogging the CPU at the time.
For detailed information about the game, head on over to http://www.triolith.com/
Also, before we released the game, we made a couple of Developer Videos, two of which were hosted by me. Here's on of them: