Siege Breakers
![Siege Breakers Banner](https://static.wixstatic.com/media/d7bd2d_f755434cd064431a8b430ecc0daa5d71~mv2.jpg/v1/fill/w_960,h_365,al_c,q_80,usm_0.66_1.00_0.01,enc_auto/banner-1440-min.jpg)
Siege Breaker is a game mobile game built in Unity for the IOS App Store. It utilises Apples ARKit technology to play in real world space.
Working with a small team, the game was built within three months and shipped worldwide. The team consisted of a single programmer, a producer and myself as team lead, designer and artist.
Having only three months the team learnt and adapted at a very fast rate. It was an exciting and stressful time.
![Siege Breakers Splash Screen](https://static.wixstatic.com/media/d7bd2d_c2a81119469242a097260d251653d498~mv2.png/v1/fill/w_180,h_320,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/ScreenCap_05.png)
![Siege Breakers Build Editor](https://static.wixstatic.com/media/d7bd2d_458eba2b667b4a66938bf02b7b1a075a~mv2.png/v1/fill/w_180,h_320,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/ScreenCap_04.png)
![Siege Breakes Build Mode](https://static.wixstatic.com/media/d7bd2d_6554200650eb411394e190f03b578d70~mv2.png/v1/fill/w_240,h_320,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/ScreenCap_08.png)
![Siege Breakers Chest Unlock](https://static.wixstatic.com/media/d7bd2d_e8e7b9d8d30a412d9deb02fee0c50afe~mv2.png/v1/fill/w_180,h_320,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/ScreenCap_06.png)
![Siege Breakers Menu Map](https://static.wixstatic.com/media/d7bd2d_7bd267807c64462db9e4393ff269a857~mv2.png/v1/fill/w_180,h_320,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/ScreenCap_07.png)
MEnus
Completely designing a menu system proved to be a challenge for me. Without time to test and refine each area of the menu, UI/UX staple designs were used.
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The build mode was particularly hard to design for as the player had to move in world space to place and object, but have access to an on screen set of items and tools. We chose not to have an AR items for this as players found it frustrating to need to move physically to find their menus.
![Siege Breakers Assets](https://static.wixstatic.com/media/d7bd2d_11911374f1964b6e96c4934895b4b2d7~mv2.png/v1/fill/w_960,h_540,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/SB_IngameAssets_Render.png)
game assets
Most of the assets had to be destructible, each broken element was created by hand so as to keep the poly count low.
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Visual effects
It was a challenge to create effects that did not tax the Iphone to heavily. I used shader effects and very simple sprites for as many particle effects I could get away with. Simple rigs were used for mesh deformation, reflection probes for faking specular highlights and height and normal detection for generating grass on any surface.
![](https://static.wixstatic.com/media/d7bd2d_a73573b7767e4d999ae6b747a64362bf~mv2.jpg/v1/fill/w_775,h_436,al_c,q_80,usm_0.66_1.00_0.01,enc_auto/d7bd2d_a73573b7767e4d999ae6b747a64362bf~mv2.jpg)
![LinkedIn_Profile.png](https://static.wixstatic.com/media/d7bd2d_0759e9e9614341b3a6532d9558bbf448~mv2.png/v1/crop/x_288,y_0,w_736,h_1024/fill/w_199,h_272,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/LinkedIn_Profile.png)
Joel Gordon
Game Art - Graphic Design - UI/UX
Age
26
Phone
+61435822527
Location
Central Coast, Australia