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BeeStruction

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BeeStruction was a game I helped develop with Carnegie Mellon University's Game Creation Society in Fall of '09. The main component of this game was to control a swarm of killer scavenger bees to destroy everything in the game world, growing your hive larger and larger as time went on. I was Technical Director for this project, meaning that I developed the underlying engine, and oversaw the programming of the various components of the game.

It was a great success, particularly because this year our team was much more organized than previous years, and I learned quite a bit about managing large groups of programmers to get a task done, and how poor decisions about something small early on can lead to nightmarish situations as a project grows larger. I cannot describe how thrilling it was to have a team that was really dedicated to a project, and the BeeStruction Technical Team deserves all the credit in the world for putting up with my engine architecture and coming up with some truly amazing code. We even had guys willing to stay up all night before the release to polish the project! The Design Team was also fantastic, and the character art, sounds, and entity designs they produced were great.

The game was coded in C# using Microsoft's XNA development platform. For this game, I insisted with almost religious intensity on making it fully component-based and data driven, which made it very easy to prototype new game entities and level designs.

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