© Melvin Rother 2020
Sub Nivis
Genre
Retro 3D Shooter
Team Size
16 People
Roles
Graphics Programmer, Build Engineer & QA
Platform
Windows
&
PS 4
Duration
8 weeks
“SUB NIVIS is a first-person shooter inspired by classics like Quake and DOOM. Play as Sister Maria, a nun sent to succeed where others like the Vatican and the UN failed: the Black Pyramid of Alaska.”
These were the first words I wrote to describe or game on itch.io. Sub Nivis was the first game I worked on that was released, and it was a huge success for me. Made in a custom Engine called “The other Engine”, it was a welcome opportunity to work on a game outside of Unreal Engine. I joined the project after the Engine had already been in development for a while.
What did I work on?
- Build Engineer (Automated Testing & Delivery Pipelines using Jenkins)
- Graphics Programmer (Implementing Skyboxes)
- Powerups
- Quality Assurance
Build Automation
The Testing Pipeline
The Delivery Pipeline
The Power-Ups
Damage Boost
The Damage Boost power-up is relatively straightforward: it just increases the weapon’s damage output and enables the player to kill most enemies in a single shot.
Fire-Rate Boost
This power-up increases the fire rate of the gun, turning it functionally into something more akin to an assault rifle.
Invincibility
Invisibility
(Cut from the game)
(Cut from the game)
This made the player invisible to any enemy for a short amount of time. In the end, it was cut from the game because it was functionally too similar to the Invincibility power-up.
Infinite Ammo
This stopped the ammunition consumption of the gun, giving the player infinite ammunition. It was cut because it was too unbalanced and impacted the difficulty curve, making the game too easy.