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Low Noon

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Development span: January - April 2024 (4 months)

Project Type

  • Collaborative - 5 Person Team

My Roles

  • Creative Lead, Programmer, Designer, Artist

Source Code

Download and Play

Made For

  • CAP3020 Theory and Practice of Multimedia Production (UF)
The hub world - The Town With A Name That Nobody Knows - provides a space for the player to become acquainted with the moving and shooting controls. Down below, the caverns of the West are ever-shifting; they'll never look the same twice, but they'll always be dangerous. You'll always begin a run with a choice between 3 random upgrades - the question is, which one to choose?

About the Project

Low Noon is a rip-roaring adventure through a very small Wild West; you play as a worm sheriff in a 3rd person roguelike, fighting your way down into the earth to defeat an evil land developing mole. As a programmer, I handled the game's UI implementation, animation integration, final boss sequence, and various technical effects like cutscene and scene load camera transitions. As one of the team's two leads and its primary creative lead, I was responsible for maintaining the lighthearted style and tone of the world and its details in all of its aspects between our artists and programmers, as well as leading team meetings.

At the time, this was the largest development team I had ever worked with in a major capacity. The dynamics of sharing the workload and holding each other accountable were new to me, as was my position as a creative lead. Our other programmers and artists were much newer to game development as well, so I spent some time helping them learn how to use Unity and Blender.

The caverns are dark - maybe a Light Upgrade to help you fight through them? The West is full of secrets, but our favorite was the Gummy Worm skin for our hero. The final boss is a land-developing mole who wants to take over your town! You draw your guns at the stroke of LOW NOON on the clock in the background.

Programming Accomplishments

  • Created a dynamic in-game UI that scales based on player health as well as other menus
  • Created scripted camera movements to ensure scene loads never disoriented player
  • Programmed the game's final boss, a timing-based cowboy-style duel with several cutscene elements
  • Created and implemented various particle effect systems and behaviors (gunsmoke, explosions)

Other Accomplishments

  • Modeled, textured and animated main worm character and wasp enemy and implemented all animations
  • Modeled and textured several static assets (cavern shells, gravestones, lanterns, minecarts)
  • Acted as creative lead, maintaining game direction and team momentum as well as style consistency

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© 2024 Andrew Kohler