Game Map
The game is made up out of multiple areas, each having their own obstacles.
Corporate Chaos is a couch PVP-style racing game where you assume the role of an employee in a new start-up company. However, as you and some of your friends quickly become bored, you decide that racing on engine-driven office chairs around the bustling environment would be a more enjoyable and productive activity than working alongside your less entertaining colleagues. Chaos is bound to ensue.
View on Itch.io
Corporate chaos is a couch co-op racing game made in Unity. It was made with a team of 5, containing 3 artists and 2 programmers.
The game was made in the course of 12 weeks during my time at DAE. During this course we learned the full production pipeline of a small indie game.
We used various tools during this process, such as Perforce for version control and HacknPlan for planning. The pipeline consisted out of 3 stages,
We first had 3 weeks of brainstorming and prototype, followed by 6 weeks of production, made out of 2 production sprints. We ended with 2 weeks of polishing.
During 1 week, we had to spend around 10 hours on the project, 4 hours were spent in an office like environment, where the whole team sat and worked together.
The game features various pickups and environmental obstacles. A minimap is also present. Accelerating is time based, when accelerating on different
areas of the bar, the player is either boosted or slowed down.
Each game lasts for 3 laps. Their position and current lap is displayed in the HUD. Players can choose their color in the starting menu.
We were only with 2 programmers. So the work was pretty spread out over different aspects of the game.
I implemented almost all the pickups and obstacles. The camera was also my work, we iterated over many different camera angles and systems. Level loading and different menus,
along with the HUD are also my work.
Of course teamwork was a big element in this project. Communicating, not only with my fellow programmer but also with the artists was key. I had the pleasure
of working with some very talented people.
My fellow programmer
Rikki Van Bogaert
and my 3 talented artist-colleagues.
Michalina Gąsienica-Laskowy
Jordy Conaert
Eva Rubl
As previously mentioned, this project was made using Unity and programmed in C#, here I learned most of what I know about the language. Choosing for Unity was a fairly easy decision, the art style we chose didn't need the realism provided by Unreal Engine, and personally, C++ was our main programming language for some time now, it was interesting to learn something new. We explored a fair bit of the engine, but there are still some things we haven't touched, and features I have yet to discover.
The game is made up out of multiple areas, each having their own obstacles.
Note how the minimap is displayed in the bottom right corner, where the 4th player would normally be.
Note how the minimap is displayed in the center.
As you can see more clearly here, the camera angle is slightly upwards behind the player, giving him a clear overview of the track. You can also see the acceleration bar, displayed under the player.