RAFAEL DAVID JOSÉ

BioLeap

VIEW ON ITCH.IO SOURCE CODE

DESCRIPTION

In BioLeap, you step into the shoes of Spike, a unique humanoid frog born from a genetic experiment combining human DNA with that of a red-eyed tree frog. The world is a dystopian future where humans are extinct, and cyborgs rule. Spike embarks on a daring mission to preserve nature and free captive species from high-tech laboratories controlled by the cyborgs. Navigate through vibrant environments, engage in thrilling combat, and use Spike’s agility and unique abilities to overcome the challenges ahead. Will you be able to dismantle the cyborg dominion and restore balance to the natural world?

SCREENSHOTS

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MY ROLE & CONTRIBUTION

I implemented the AI systems, save system, and narrative elements. My responsibilities included developing the boss character Leon with AI combat mechanics, animations, and health system, creating the complete save system with player health, movement, combat, and camera data persistence, and implementing the dialog system with typing effects, voice clips, and event triggers for cutscenes. I developed the health management system for both player and enemies, created the menu systems including main menu, pause menu, and settings, and handled narrative sequences including cutscenes and dialog triggers. Additionally, I worked on game polish including loading screens, audio implementation, door animations, and bug fixes throughout the development process.

CORE CONCEPTS

The project applies principles of character controller design, physics-based interaction, and environmental storytelling. It explores themes of ecology and dystopia through narrative design, while integrating unique abilities like tongue-based traversal and melee combat. Gameplay progression is structured around exploration, combat encounters, and freeing captured creatures.

TECHNICAL ASPECTS

BioLeap was developed in Unity for Windows using C# to implement third-person character movement, combat, and interaction systems. The game features a dynamic camera system that adapts to player actions, along with physics-based mechanics such as tongue grappling and object throwing. Level design includes modular environments combining natural and urban elements, with AI-controlled enemies and scripted sequences.

COURSE: "Digital Game Development III" – Bachelor in Videogames, Universidade Lusófona (2º year, 2º semester)

PLATFORM: PC (Windows)

DEVELOPMENT TIME: ~3 Months

TEAM SIZE: 3 developers

TECHNOLOGIES USED:

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