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A Rover's Journey

No Tagline Currently

A Rover's Journey is a short, sweet 3D open-world exploration game, made in conjunction with MAXART. Player's must explore the moon, racing around challenges and scanning real space wrecks left on the moon, all to discover if humans will ever live among the stars.

Details
image_2026-08-20_003647836.png

Made In 

Unity

image_2026-08-20_202532667.png

Publishing On

Steam

Team Members

‎ (

Designer, Programmer

‎)

‎ (

Artist

‎)

‎ (

Programmer, Programming Lead

‎)

Eva Haraguchi

‎ (

Programmer

‎)

Lachlan Taylor

‎ (

Designer

‎)

‎ (

Designer, Producer

‎)

‎ (

Artist, Art Lead

‎)

‎ (

Designer, Programmer, Design Lead

‎)

Tris Rose

‎ (

Programmer

‎)

Contributions

My Contributions:
- Programming Lead
- Advanced Camera Systems
- Cutscene
- Dialogue + UI Development
- Input & Remapping Systems
- Terrain Hazards
- Accessibility Settings
- Respawning

Duration

6 weeks of pre-production

12 weeks of development (In Progress)

6 weeks of refinement (Planned)

Pre-Production

Pre-production began with the project brief sent to us from MAXART who was our industry partner on this project, as well as roleplaying as our fictional client. The brief requested a game that has market viability as well as focused on the Australian Space Industry. 

​

With that in mind, we decided on producer and leads, and then to give everyone an input by having everyone come up with an optional basic one-page GDD. This gave us a large amount of ideas and through, and then through a vote we decided on Roo-ver and the Red Giant by Piper as a base for our game's design, implementing ideas from other GDDs where applicable.

​

We eventually decided to swap from Mars to the Moon to better fit our goal with highlighting the Australian Space Industry.

Development

After the initial design phase ended, we began full development. Originally before we had our level made, I was programming our Input System, Camera System, POI Detection and UI systems. As I was only focused on back-end programming, pretty much everything I made during this time got iterated on or had actual assets attached to them later on.

​

Eventually when the level blockout was finished, I then began working on Rover's laser cutter and activities/challenges as well as those activity cutscenes. During this time, we decided to transition the camera system to cinemachine and so I began learning how to convert Rover's camera to cinemachine and how to make cutscenes in Unity with cinemachine and timeline directors. During this time I also implemented Max's meteor as a terrain hazards.

After finishing the first iterations of the activity cutscenes, the first semester of University came to an end, and other than some high priority bug fixes, everyone took a well deserved break, myself included. When University started back up, my goals were to finalise the cutscenes and activites, fix bugs and issues found during playtesting and modify current assets to fit our now finalised environment. This also included giving the meteors a small make-over

Refinement

The game is still currently in development, and as such this section is left purposefully empty. Once refinement has been reached, this section will be filled in.

Reflection

The game is still currently in development, and as such this section is left purposefully empty. Once refinement has been reached, this section will be filled in.

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