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🐸 Zentera – A Voxel Puzzle Platformer!

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Click here to visit our game page!

Click here to check out a video playthrough of the game!

Zentera is a third-person puzzle-platformer where players use an extendable tongue to pull crates, activate switches, and solve physics-based challenges. The game was developed in a custom engine using agile practices across multiple sprints. The project focused on pushing the boundaries of multidisciplinary collaboration—merging level design, programming, art, and sound into a cohesive player experience. With iterative feedback loops, rigorous QA processes, and multiple early access releases, Zentera evolved rapidly into a polished gameplay prototype showcased on itch.io.

⚙️ Link to code examples


🔨 My Contributions


🗂️ Leadership as PR Lead

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What it Does: Served as the PR (Programming Representative) lead, taking on coordination and communication responsibilities across the team and with external stakeholders.

Key Features & Challenges:

  • Acted as the primary point of contact for programming-related issues, ensuring clear communication between team members, producers, and instructors.
  • Facilitated sprint planning, retrospectives, and standups by gathering status updates and aligning team priorities.
  • Organized and led PR lead meetings, documented discussions, and helped adapt planning when challenges or scope changes arose.
  • Provided transparency on task progress—regularly checking in with team members and maintaining awareness of overall project status.

Impact on the Game:

  • Improved team organization and accountability, helping maintain a steady development pace.
  • Reduced miscommunication between disciplines by centralizing updates and feedback.
  • Enabled faster identification of blockers and risks, allowing the team to address them proactively.

🚀 Release Management

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What it Does: Led the process of preparing and publishing Zentera on itch.io, including coordinating page creation, setting minimum specs, and managing marketing assets.

Key Features & Challenges:

  • Coordinated with the team to add all members as contributors for direct page editing.
  • Collected and curated best screenshots, ensuring coverage of all levels and characters.
  • Created the credits table for clarity and compactness.
  • Defined and communicated hardware requirements after discovering engine limitations on specific GPUs.
  • Contributed to trailer content by creating unique scenes, like the heart effect between characters, to enhance marketing appeal.

Impact on the Game:

  • Ensured a professional online presence.
  • Facilitated early access updates, reflecting player feedback through changelogs.
  • Improved visibility and player onboarding with detailed instructions, visuals, and system requirements.

✨ Particle System

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What it Does: Developed a versatile particle system using EnTT ECS and integrated it with Angelscript for artists and designers to use flexibly in-engine.

Key Features & Challenges:

  • Modeled functionality after Unity’s Particle System for familiarity (e.g., shape modules, color gradients).
  • Supported object pooling to drastically reduce performance costs—fixing issues like laggy footsteps particles.
  • Integrated particles directly into gameplay elements (e.g., portals, doors, fire, waterfalls).
  • Required close collaboration with artists to match aesthetic needs.

Impact on the Game:

  • Enhanced visual feedback, bringing scenes to life with dust, fire, water, and interactive VFX.
  • Improved player experience with immediate and responsive visuals, aligning with puzzle outcomes.

🔊 Sound Effects Implementation

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To see and hear the sound effects, click here!

What it Does: Implemented FMOD sound events into gameplay scripts, synchronizing audio cues with actions like crate movement, levers, pressure plates, and player tongue interactions.

Key Features & Challenges:

  • Collaborated with designers to gather and organize a comprehensive sound list tailored to gameplay.
  • Integrated FMOD events into the Angelscript codebase, aligning sounds with visual actions.
  • Added footsteps, tongue SFX, environmental ambience, and interactive sounds to levels.

Impact on the Game:

  • Provided immersive audio feedback for all major interactions.
  • Elevated the game’s atmosphere and reinforced puzzle-solving moments.

✅ QA Process Improvements

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What it Does: Helped establish and improve the team’s QA processes to ensure faster, clearer bug tracking and resolution.

Key Features & Challenges:

  • Co-created a Discord bug-report channel to supplement GitHub issues—boosting accessibility and response speed.
  • Established a structured written QA process (review buddies, build showcases, vision holder roles).
  • Provided detailed bug reports with reproduction steps and visual references.

Impact on the Game:

  • Increased efficiency in identifying, communicating, and resolving bugs.
  • Ensured critical issues were prioritized and fixed within tight sprint schedules.

🐛 Bug Reporting & Fixing

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What it Does: Proactively identified, reported, and resolved bugs affecting gameplay, visuals, and performance.

Key Features & Challenges:

  • Discovered and documented high-impact issues like missing gate elements, lighting mismatches, and crate collision errors.
  • Fixed performance-breaking bugs (e.g., particle systems causing frame drops due to excessive entity spawning).
  • Reviewed and tested PRs, giving feedback and suggesting improvements across disciplines.

Impact on the Game:

  • Improved gameplay stability and experience.
  • Reduced blockers for designers and artists by keeping builds playable and polished.

🎯 Overall Impact

My contributions provided core systems and processes integral to the team’s success:

  • Delivered essential technical features (particle system and sound integration) present in every level and central to gameplay.
  • Significantly improved QA processes, ensuring bugs were identified, reported, and resolved efficiently.
  • Led the release effort, from minimum specs identification to polished itch.io presentation, enabling timely early access updates.
  • Acted as a bridge between disciplines—aligning programming, art, design, and marketing efforts for cohesive project delivery.