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GeoDeath

Summary

When: 2014
Company: Athena’s Axe
My role: Lead Developer

When I began working on GeoDeath in 2014, it was my first foray into game development. As a beginning C#, Unity 3D game developer, the concept of the game was basic: what is the most simple game that we can concept? Getting from point A to point B. Rinse. Repeat. That is the foundation of GeoDeath. My partner and I brainstormed complex and intriguing multi-player elements that we hope to integrate into a future game.

By the fall of 2014, I had completed a 10-level demo and posted the game on Steam Greenlight. The game was eventually Greenlit! There are a few updates necessary before finally publishing, nevertheless, I took away many learnings from GeoDeath and my development process has evolved.

My top two learnings were: start with the controls and get to the prototype phase faster. Unity is constantly improving. Each and every time that I solved a problem, it was like Christmas. This is why we are problem solvers, and this is why I continue to develop.