A real-time, third-person, combination roguelite and pet simulator game about collecting mushroom creatures and adventuring through a hostile world.

 Engine: Unity
Team Size: 15
Timeframe: Sep 2023 - July 2024
Role: Technical Designer and Technical Artist

Mycelium is created by Cellar Bog and has been released on Steam! It takes place, not in a post-apocalyptic, but in a post-extinction version of Earth. The player raises and nurtures mushroom creatures called Spores to play as throughout the game. Each run is a randomly generated adventure to keep gameplay exciting and fresh!

I was tasked with creating a system for having a text UI element pop up on screen. One of my main goals as a designer is to create tools that are easy to use, not only by me, but by other team members as well. I created a C# script that allowed for flexibility and ease of use within the Unity inspector. 

We wanted the end of our levels to be more visually interesting to the player and make the caves feel more enticing. I decided to try and learn how to implement interior mapping using Unity's Shader Graph system. After researching and changing a few things around with how it dealt with depth, I was able to achieve the result we were looking for.

During development we began to realize that our environmental decoration objects would cause the camera to lose sight of the player. At first we weren't sure how to go about solving this problem. I looked into solutions and at first wasn't able to find much. But I kept at it and over time I was able to work out a method of camera based occlusion that combines both the use of Shader Graph and C# script.

Other Contributions

A Customizable Procedural Skybox

The result of one of my first learning adventures into the world of Unity Shader Graph.

A Pause Menu and Options Menu

A little bit of UI work along with some code to make sure the options would have functionality and save correctly.

Saving and Loading Implementation

I was tasked with implementing the the save/load system for the game, which also eventually led to the profile creation system and permadeath mode.

The Boss

I designed and implemented both the spin attack and the procedural animation in-between attacks.

Some Other Shaders

These are a few shaders I created to help the level designers build out the environments.