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C# Unity Maya
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You are the Wingman, a suave master of manipulation and wingsuit enthusiast. Flying around the city at night, you look for lonely souls longing to meet their other half. However, there are people who do not approve of Wingman’s acts of heroism, so you must accomplish your missions in the shadows. Through stealth, cunning, investigation, and pure charm, you must help those in need and save the world from the chains of loneliness.
Wingman is a product of Studio Unleashed, a team of 5. It was built in Unity as a comedic third-person, stealth-based, action-adventure game.
Gliding with a wingsuit is one of Wingman’s central mechanics. Not only is it the main character’s means of transportation, the idea of gliding into a rooftop party via wingsuit is an important source of this game’s whimsical nature.
I programmed the aerodynamics and flight controls to make gliding between parties an exhilarating ride that felt natural and fun. I made transitioning between flying and walking seamless, resulting in a design that makes the player feel completely free even when they aren’t in the air.
While at a party, the Wingman’s main goal is to unite the client with their soulmate. However, there are several side quests that the player can find by talking to party guests. Through sometimes absurd goals and comedic dialogue, these quests help remind the player to have fun and treat the game like a party.
I designed some of these quests and wrote dialogue for them.
Stealth is how the game creates tension and challenges the player. Wingman will need to hide from bouncers while completing his mission, or else they’ll throw him off the roof.
I programmed several mechanics that keep the Wingman out of trouble. One of which is disguises. Wingman can find outfits around the party, usually in out-of-the-way or guarded locations. I made each area of the party open only to a certain set of outfits, and no outfit will work absolutely everywhere. This encourages the player to switch outfits often while moving about between zones, making them feel stealthy and tactical.
Another mechanic I added to help the player stay incognito is distractions. Nearly every item at a party can be picked up and thrown, drawing bouncers away from their posts. Not only does this give the player another tool to evade bouncers, it also ensures that every object has at least some value, and reinforces the sense of freedom the player has by allowing them to interact in at least one way with nearly everything at a party.
Last but certainly not least, I gave the player the ability to blend in with party guests by dancing. Bouncers will have a harder time spotting the player if they dance in places that have a lot of people dancing. Playtesters really liked this mechanic and would often use it just for fun.
I wrote all the music in the game using FL Studio, I also mixed and edited sound effects and ambient noise.

