MERKS (Fakto Studios)

ROLE

MAIN PROGRAMMER 

ENGINE

UNREAL ENGINE 4

PLATFORM

PC

RELEASE DATE

CANCELLED

MERKS is built from the ground up as a new approach of the classic tower defence scheme. Surrounded by a dystopian atmosphere, the player will have to complete a wide variety of missions using their robots known as Landers, which can be acquired, modified or sold in order to create their own and unique squad intended to face the dangers menacing humankind… or just make good money.

MERKS was developed by a handful of developers, some veterans, and other newbies, focused in making a game with a different approach to classic genres and with a high speed on production and growth.

In this video you can see a full game (9 min) in which the Slithers (enemies) have one point of spawn in the north-east of the map and they have to destroy the base situated in the south-west. Our duty is to defend the building from the waves of enemies while we explore the map and get some loot.

DUTIES

AS PROGRAMMER

Our vision and intention was to develop AAA quality titles while maintaining the independence, closeness, creativity and values of an indie studio. In this project I was the sole programmer for about a year and a half, I established the code base for the project and designed the entire game architecture with modular components for maximum flexibility. I was also in charge of supervising the programmers who joined later and giving technical support to other departments.

At the end of the development time most of the systems were implemented (Attributes/stats system, Orders, Abilities/Effects/Behaviours system, Items, Crafting), we had developed until Vertical Slice and showcased to many publishers.