Garbage Crew!

I have always loved collaborative games that descend into chaos, with every player shouting at each other. Sadly, this subgenre hasn’t offered many titles, so in 2020, inspired by games like Overcooked and Keep Talking and Nobody Explodes, I decided to create my own and embark on the journey of developing my first commercial video game. I learned a great deal on the road to release, not only in technical nature, but also in collaborating with artists (for environment art, music, and icons), graphic design with Figma and Photoshop, video production and animation with Blender and Davinci Resolve, marketing and 3D Modelling with Blender. The technical part was, of course, the biggest one. I relied heavily on Unity’s built-in systems, customizing them and creating my own tools with C#. I wrote shaders with custom lighting pipelines in HLSL, set up automated testing and build pipelines using Unity's Testing Framework and GitLab CI, and integrated everything deeply into the Steamworks ecosystem for Remote Play Together multiplayer, Steam Cloud saves, and Steam Input.
A few of the coolest features I implemented are described below.

Garbage Crew! on the Web

Tech

Unity Engine - Unity tools like: New Input System, UI Toolkit, Pathfinding, Physics, URP, Scriptable Render Pipeline, Test Framework, Animator, Profiler, Cinemachine, Tooldev, Animator, Particles, Terrain and many more

Blender - Modelling, Animation, UV Editing, Texturing, Cloth Simulation, Trailer

C# - Unity API, Unity Extensions, Steamworks API

HLSL - Lighting, Stencil Shader, Surface Shader, Outline, Toon Look

Git / Gitlab - Code Distribution & Management, CI, Planning

Figma - Design, UI Prototyping, Vector Graphics

Photoshop - Graphics

Davinci Resolve - Trailer, Tutorial Clips

Trailers

Screenshots