Birdteeth

Check out the demo!

Birdteeth is an in-production bird-feeding puzzle game by Erica Chen, Amy Chen and I. As the lead developer on the project, I handle all aspects of programming. My responsibilities include creating and maintaining the project's:

  • Creature AI
  • Shiftable terrain and foliage system
  • Puzzle system
  • Modular save system
  • Scene management process
  • And overall game framework


Terrain Shifting

One of the major features of Birdteeth is the ability to move the terrain, which requires a suite of additional systems in order to run safely and smoothly.

  • Terrain deformation

    The main deformation system is based on blendshapes attached to the terrain meshes, with each terrain shape being a preset combination of blendshape weights.

    Additional data, like static tri indices, pinned objects, and navmesh variations, are prepared in-editor.

  • Foliage and object pinning

    When shifting during runtime, the position of pinned objects are calculated in parallel using Unity's job system, creating seamless visuals with minimum performance costs.

  • Navmesh map changing system

    A corresponding navmesh is saved for each shape preset in a terrain area. An extra static copy with only the shared navmesh tris (i.e. all of the tris that experience no changes across all the different shapes) is also created for safe navigation during terrain movement.