Kunitsukami
This project has been the most intense experience up to now (mid2017). It started by an ex-classmate of mine contacting me because they needed a programmer for their final project, and ended up in quite an adventure.
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Kunitsukami is a game set in a more medieval/renaissance era where you play as God, allowing you to move the terrain, building and units at your own will in order to defend your people.
On this project, I have been working as a solo developer from Australia, with the rest of the team in France. Furthermore, the platform is HTC VIVE, and I never had my hands on one, making this a blind development project.
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That being said, I had countless fun creating design tools for my passionate group-mates in France, and we've come a long way. In total, we're a team of 6 working on it, using Unity5 as our engine.
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As always, I like challenging myself. This time, I did my best to push the designers to use the engine as much they can, allowing me to focus on more important parts. We used Unity Collaborate which made it a lot easier for them to pick up.




The game is rich in lore, aesthetic and mechanic. It also is the hardest game I've worked on so far, since it includes procedural terrain generation, terrain generation tools, unit micro-management, multiple AI systems along with a strong pathfinding, a very expandable and modular system, and a lot more.
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I really hope to work more on this kind of project, because they both challenge me and help me teach myself further.
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The team's youtube is accessible here.
The team's blog is accessible here.
©HiziProjects

