A sokoban-like puzzle Game, where the player must move monsters with different abilities around the dungeons in order to solve challenging puzzles.
SuperDungeon MegaCorp is a sokoban-inspired puzzle game where players must strategically move monsters (each with unique abilities) through complex dungeons to solve challenging puzzles.
With a retro pixel art style and intricate level design, the game delivers a fresh twist on the classic sokoban formula, offering a rewarding experience for puzzle enthusiasts.
The game was released on Steam on 2023.
The game was developed by a team of six, five of whom were students from the University of Mendoza. It was selected for the MPVP program by ADVA, which provided six months of mentorship, industry guidance, and business opportunities.
The team worked intensely to refine the project, ultimately showcasing it at EVA 2022, where it was awarded Best Game in the “My First Published Game” category.
I joined the SuperDungeon MegaCorp team midway through production, focusing on enhancing technical polish and visual fidelity for key industry showcases (EVA 2022) and the final Steam release.
My main responsibilities involved:
Real-time 2D Lighting System: Led the technical implementation of a dynamic 2D lighting system using Unity's URP 2D Lights features (including 2D Light Shapes and Shadow Casters). This involved configuring these systems and potentially custom shader adjustments to create depth and atmosphere (e.g., godrays, foliage shadows), significantly improving visual appeal. Additionally, I developed reusable 'lighting assets' combining C# logic and art parameters, enabling level designers to easily place and customize functional lighting elements within scenes.
Level Design Workflow Enhancement: Developed C# scripts and/or Unity editor tools to streamline the artists' workflow for importing assets and the designers' process for building and iterating on complex sokoban-style puzzle levels.
Character Customization System: Designed and implemented the player character customization feature. This involved programming the C# logic for managing part selection (hair, body, shoes) and integrating this logic with the custom UI systems already established within the project.
Asset Integration Pipeline: Worked closely with the art team to establish and refine efficient processes for importing pixel art spritesheets and animations correctly into the Unity engine, ensuring fidelity and performance.
QA & Bug Fixing: Actively participated in QA testing cycles, identifying critical bugs through systematic testing, debugging issues within the C# codebase, and implementing fixes to ensure a stable and polished release build.
A showcase of the enhanced lighting system, featuring dynamic godrays and tree leaf shadows, adding depth and atmosphere to the game.
A screen allowing players to customize their character's hair, body, and shoes for a personalized experience. (WIP Footage)
A short clip highlighting the puzzle-solving mechanics and overall look in a single level.