
Anchored at Sea
Programmer (May 2021 - Sep 2023)
About Anchored at Sea

'Take to sea & plunder riches beyond your wildest dreams with this unique take on a free-to-play mobile kingdom builder. Build your own base and establish yourself in history as one of the most fearsome pirate legends to ever sail the seven seas.
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Fight opposing forces in ship battles & pillage enemy bases to build up resources to customize & expand your fleet. Anchored At Sea features engaging PvE and PvP combat, base attack and defence, a unique hero system, and endless customization that will keep gameplay evergreen for both casual and hardcore players alike.
For guts! For glory! For gold!'
Summary
For our final university subject, we were tasked with collaborating as a team to create a game of our choice, as long as it remained within a reasonable scope.
Anchored at Sea is a free-to-play multiplayer strategy game for mobile devices. Players gather resources to expand their base, build ships and troops, and set sail to battle opponents on the open sea.
Main Responsibilities
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Prototype & maintain the Crafting System.
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Develop the Skill tree system
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Collaborated with another engineer to deliver the project's first iteration.​
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Created the Inventory System
What about now?
After University finished, a small group of us from the original group continued to develop on the game. However due to the Unity Payment changes and our lack of trust in unity, we decided to stop develop on this game for the foreseeable future.
Software & Tools
Unity | Visual Studio | ​Miro | Clipchamp | Amazon Web Services | | Sourcetree | ScreenToGif | Hack n Plan​
My Achievements
Note: It's been a while since I last worked on this project, and unfortunately, I didn’t keep my portfolio updated as I progressed. I’ll do my best to summarize everything I contributed below.
During my time at university, I contributed to this project by implementing and prototyping several systems independently and with the help of the Lead Proprogrammer.
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Please note that these features reflect their state during development and are not representative of the
During University
This is our Devlog of the game during the 2 trimesters at University
+ Hero Skill Tree (Click for more info)
+ Blueprint/Crafting System (Click for more info)
+ Tutorial System (Click for more info)
+ Other Mentions (Click for more info)
Post University
After the university stage, I continued to enhance and refine the project with several additional features and updates. Here's a summary of my work:
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Achievements System Overhaul: Redesigned and expanded the Achievements system, adding more features and rewards for players.
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Scriptable Object Updates: Updated Scriptable Objects (SO) with additional functionality to support new features and gameplay mechanics.
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UI Main Menus: Continued to update and maintain the main UI menus, ensuring they were visually appealing and functional.
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Bug Fixing: Ongoing bug fixing to address issues, improve performance, and ensure a smoother player experience.
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Queue Feature Expansion: Expanded the Queue feature to support equipment crafting, enhancing the crafting system and providing more options for players.
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Blueprint Crafting: Implemented a feature allowing players to cancel Blueprint crafting, providing more control over their crafting process.
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UI System Redesign: Completely overhauled the UI system, ensuring better organization and a more intuitive user interface.
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Odin Integration: Imported Odin into the project and created custom windows to streamline development and enhance editor functionality.
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Building Crafting System V2: Developed an improved version of the Building Crafting system, enhancing its usability and expanding its capabilities.





