Date: September 2016
Role: Lead Developer
Adventure Time: I See Ooo
I See Ooo
Client(s): Cartoon Network, Opposable Group
Adventure Time: I See Ooo was developed as a major release for Google Cardboard in conjunction with Cartoon Network.
You play as Finn, trying to free friends from the Ice King who invaded Finn and Jake’s treehouse party. The game features three mini games, each with twenty levels of varying difficulty which the player must complete to find out why Ice King doesn’t want to party!
My Role – In Depth
This was a major challenge as the game needed to perform at 60fps or more consistently. We were struggling to maintain this and needed a solution. I added a feature which involved dynamic render texture resizing, dependent on the game’s current performance. If the game’s frame rate dropped below a threshold, the resolution of the game would be dropped by an increment and performance recalculated. This ensured less overhead, if performance was a significant problem, helping to ensure 60fps was always maintained. I’d have to carefully manage batches and overdraw as well, to lower the overall overhead on the GPU.
My ability to project manage was also vital. I had to work in conjunction with my line manager to manage development resources as effectively as possible, with available resources regularly changing and a new programmer joining part way through the project. Careful management ensured the development team could be focused on specific larger tasks, which I could review regularly, whilst I focused on tying all parts of the project together. I was the primary representative from my department and had to work with the lead designer and artists closely.
- An original story
- 3 games set in the Land of Ooo
- 3 virtual rooms to explore in the Tree Fort
- 20 levels to complete in each game
- 14 characters to discover
- Powerful items to find and use in the games
- Additional elements unlocked when you achieve awesomeness
- Original music from the show
Interested In Working Together?