General Contributions
Space/Time is exactly what it says on the tin--you fly through space and control time. It's an infinite runner where the player can move through space on a 3x3 grid. As the player accelerates through space, the targeting system begins to peel away. Score is decided by how many Rifts the player acquires and how long they manage to stay alive.
For this project, I acted primarily as producer but took on audio programming and designing the HUD. As producer, I made sure the team was meeting deadlines and that communication was up-to-date.
We had a Sound Lead for the first half of the project with audio implemented using Wwise. We wound up scrapping the Wwise plug-in in favor of a custom audio manager that I built with C#. Knowing the code helped me implement audio visualization elements into the game.
I also designed the HUD that would warn players of incoming hazards and rifts/pickups. In order to add a layer of depth, the HUD elements would disappear in response to the player's speed. This made the ability to stop time extremely important when it came to dodging obstacles and collecting pickups. Later went through and updated the menus.