Histera

Feb. 2020 - July 2024

Histera started development in 2019 and went into Early Access in June 2024.
The game’s big selling point is “The Glitch,” which will transform the battlefield over time.

Its foundation has been built on Unity DOTS, which has been proven to improve performance.

  • Developed at Stickylock Studios in Etten-Leur with at least 50 different people
  • Fast paced 8v8 Multiplayer First-person shooter
  • Released on Steam in Early Access
  • Made with Entities-, Netcode for Entities- and DOTS Animation packages in Unity
  • Showcased at Dutch Comic Con in 2022
  • Up to 16 players can play in the same match
  • What I have achieved:

  • Coached several junior programmers to work in the codebase with our code conventions and how to work in the limited documented Unity DOTS
  • Trained animators to reach the level of quality needed
  • Implemented all First- and Third person character and weapons animation logic
  • Provided systems for the initial setup for the in-game UI
  • Supplied multiple tools to assist artists and animators with the Asset import workflow

  • What I learned:

  • Working with DOTS (Data Oriented Technology Stack)
  • Working with Burst
  • Working with ECS (Entity Component System)
  • Working with incomplete packages and filling in the blanks to provide for the project’s needs
  • Profiling changes to ensure that features have little to no impact to the game’s performance

  • Development Tools:

  • Unity
  • C#
  • SourceTree
  • Bitbucket
  • Jira

  • Future plans:

    After working on Histera since 2020, I am looking for a new challenge.
    I will use the knowledge gained from working at Stickylock with Unity DOTS and other packages for new projects.

    Contact


    kevin.m.roelofs@gmail.com