

Project Info
Team size: 10
Role: Programmer, Technical artist
Engine: Unity 3D
Time frame: 6 Months
About
Immerse yourself in the electrifying world of Tekno – a mind-bending 3D Action Rhythm Platformer that thrusts you into the pulsating heart of Ibiza's neon-soaked cityscape. Prepare to embark on an extraordinary journey alongside Tekno, a gifted aspiring DJ armed with more than just beats. Joined by the enigmatic companion SP3-4KR, they're on a mission to shatter the malevolent grip of psytrance that threatens to plunge the city into eternal control.
Get ready to groove, jump, and battle your way through a symphony of challenges that blends rhythm-infused action with heart-pounding platforming. As Tekno, you'll harness the power of music not only to create infectious melodies but also to unleash powerful abilities to get through the city. The city pulses with life, and every step you take reverberates to the beat of the electrifying soundtrack, keeping you in perfect sync with the action.
Lighting and Environment
I worked closely with the Game artists in the game in integrating the lighting and feel of the level alongside scripting environmental changes on buildings based on the characters current stance, here is an example of a before and after
Before
After
VFX
Below are several visual effects (VFX) that I conceived and integrated into the game's environment. Noteworthy contributions include the development of dynamic smoke, stance change effect, and electricity visual effects.
On-Beat events and platforming Synchronisation
I played a pivotal role in synchronizing game elements with the music's rhythm. Collaborating with a fellow programmer, we designed a streamlined workflow for on-beat events, ensuring that platforms and objects moved harmoniously to the beat. This involved intricate coordination, resulting in captivating interactions like billboards changing dynamically in sync with the music.
Moving platforms


As part of the platforming aspect of the game, I created various different platforms to be used in-game. One of them is the moving platforms in the game, which serve as an obstacle for players to traverse through the map. It can be noted that these platforms also react to the beat, and only move once every 4 beats. I even added the functionality of having a beat indicator on these platforms to aid players. VFX for these platforms are also done by me.
How it works
on-beat Car platforms

These Car platforms were made with one thing in mind - Timing. This platform as with all other platforms in the game follows the same convention where it can only move once every 4 beats. In this obstacle, players are to traverse these 4 cars.