Plastic Heroes

A fast-paced roguelite co-op FPS in a kid’s imaginative world.

About The Project

Plastic Heroes is an in-house IP that we're developing at Fun Punch Games, aimed to initially launch on Steam and Nintendo Switch. The project idea was born from a drawing that we immediately fell in love with made by our Concept Artist. We liked it so much that we decided to tackle the idea during a one week game jam. The result was enough for us to decide to move further with the project. We are currently in the process of closing a deal with a publisher, having solid offers on the table being discussed at the moment.

My Role In The Project

  • Pre-production R&D

    This was our first ever tackle at a multiplayer FPS so there was a lot of research involved before ever opening Unity and starting to develop game systems.

  • Fast Prototyping

    I was responsible for the implementation of core game systems that were mandatory in the prototype stage and due in a relatively short period.

  • Gameplay Programming

    I implemented gameplay mechanics and systems, included but not limited to the following list:
        - Combat System (shooting, weapons, melee, etc)
        - Part of the Movement System
        - Powers System
        - Progression System
        - Status System

  • General Programming

    I am also a generalist programmer that works on UI systems, tools and any other project necessity.

  • Game Design

    I take part in the game design process, brainstorming and balancing of gameplay systems.

  • Unity Animations

    I am responsible for most player animations, whether for movement, combat or any other, made directly inside the Unity Engine.

  • Visual Tweaking and Juice

    I am responsible for visual tweaking (light baking, post processing and shaders) as well as juice (visual effects, freeze frames, camera shakes, etc).

Gallery