Hell My Name is Buba Background
GAME JAM // SYSTEMIC INNOVATION

HELL, MY NAME IS BUBA

Experimental Mechanic: Geometric Environmental Persistence

DESIGN OVERVIEW

PROJECT STATUS: Shipped (Game Jam Entry)

Developed for a high-intensity game jam, Hell, My Name is Buba served as a technical proof-of-concept for **persistent systemic combat**. The project aimed to disrupt the traditional arena shooter loop by making player resource consumption (spent ammo) a permanent factor in the level's layout.

By architecting a system where spent ammo casings are instantly converted into fixed, physics-compliant geometry, the arena undergoes a **Geometric Evolution**. As rounds progress, the layout shifts from an open floor to a dense, cluttered battlefield, forcing the player to adapt their movement and strategies to the very cover they created.

INNOVATION MILESTONES

  • Persistent Geometry Logic: Engineered a custom script that transforms temporary VFX (spent shells) into permanent, collidable level geometry without impacting performance.
  • Dynamic Cover Systems: Designed the combat loop so that high-aggression play creates more defensive opportunities, balancing risk and reward systemicly.
  • Sensory Implementation: Owned the creation and implementation of SFX logic to ensure the mechanical "clink" and weight of the persistent shells enhanced the tactile feel of combat.
  • Collaborative Pipeline: Acted as a central technical designer, bridging the gap between general programming and SFX to ensure a cohesive player experience.

PERSONNEL ROSTER

Ben Brook Game Design / General Programming / SFX
Joey Belt Material / Environment / Character / VFX
Phillip Corrado Game Design / Team Culture & Support
Spencer Hamm Character Animation / Rigging
John Washington Game Design / Gameplay & AI Programming

DEPLOYMENT TERMINAL

SHELL_TRACKER: PERSISTENT GRIT_INDEX: 92% WARNING: AMMO_LOW
ARENA COLLISION LOCKED
CALIBER: .45 COLT
RUST_LEVEL: EXTREME GEOMETRY: EVOLVING
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