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Fruit Frenzy

First Person Shooter

Survive against hordes of savage fruit within a fantasy castle.

Fruit Frenzy is a first person shooting game, in which you fight off hordes of fruit, with the goal to survive as long as possible.  Compete against friends to get the highest score by killing fruit and completing hardpoints.

Contributions
Platform

Windows

Language

C++

Software

Unreal Engine 5

Visual Studio 2022

About the Project

Fruit Frenzy was created as part of a group assignment project for my University course and was my first experience working within a team (of more than 2) environment. 

I joined the team a little over a week late, and was tasked with creating the wave spawning system and the hardpoints, as well as a class to manage individual areas around the map. I also worked with the technical designer to help refactor their blueprints. Furthermore, I supported the group with any source control (GitHub) issues, to make the development process easier.

I plan on using this project to further develop my skills in Unreal Engine.

Me - Lead Programmer

Brandon Lynch - Producer, Level Designer

Adam Preece - Technical Designer

Kristian McGuigan - Art Lead, Environmental Artist and Set Dresser

Zakiyah Patel - Props and Vegetation Artist

James Leigh - Props, Weapons and Character Artist

Fruit Frenzy Extended Breakdown Trailer - Blue Dino
05:30

Images

Videos

Relevant Documents

A document briefly showing and explaining some of the classes I worked on.

My Burndown chart for the first production sprint.

My Burndown chart for the second production sprint.

My Burndown chart for the third production sprint.

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What I learned

- Managing / Supporting a team with GitHub. When I first joined the team, source control was not being used as no one on the team had used it before. I helped everyone with creating GitHub accounts and taught them the basics for using GitHub. I also made sure to help each member with any issues they had with GitHub.

- Creating and Refactoring Blueprints in Unreal Engine. As I had joined the team late, the technical designer in the group had already implemented blueprints for the core mechanics of the game. I had never worked with blueprints before, so I worked with the Technical Designer to gain an understanding of blueprints so that I could refactor the existing ones, and to also translate some into C++ when I had spare time in between new tasks.  

Current Goal

Currently inactive.

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