Mason Crochetiere
Technical Designer

Project: HERO is a singleplayer hero shooter with the most insane characters we could think of. Play as a caveman who plays basketball, an octopus with eight guns, a magical girl in a space marine suit, and more!


Project: HERO is a singleplayer hero shooter with the most insane characters we could think of. Play as a caveman who plays basketball, an octopus with eight guns, a magical girl in a space marine suit, and more!
These are problems I faced, my solutions, and the reasoning behind them.
Problem: The game needed an inheritable and dynamic system to manage the player's hero and abilities.
Solution: Ability scripts inherit from a base class, then attach directly to the player using a Hero Manager that pulls abilities and other data from a scriptable object.
Reasoning: Abilities and heroes were compartmentalized in a way that contextually made sense given what they were and how they ought to work.
What I learned: Taking the time to develop architecture pays dividends. Using the game to test ideas or build prototypes became one of my go-tos.

Developed using Unity 2021 on top of Unity's FPS Microgame template.
Project: HERO was my major side project for my first two years at Champlain College. I am responsible for the game's core vision and gameplay identity, but I brought in as many as 60 other students to add their own pieces to the game.
Some major elements I am responsible for include the developing the game's ability and hero systems, revamping the player movement controller of the game template, creating a node-based enemy AI movement system, project management for other developers working on the game, and implementation of art and sound assets.


