Super Safe Spelunking
Weapon mechanics Character controller Stats & upgrades Level generation Objectives Industry partner 2D 3D PC UnitySuper Safe Spelunking is a top-down, roguelike SHMUP where players take on the role of a new employee at Super Safe Mining co. They are equipped with a multi-tool which can take the form of a variety of different weapons and must battle their way through level segments of deadly traps and rogue employees before defeating a boss to return to their base camp. With every level segment that they clear in a run, players can empower themselves with a choice between three upgrades to assist against the increasing threat of enemies.
This game was produced under the guidance and mentorship of MAXART as a part of the capstone units of the Bachelor of Games and Interactive Environments at QUT.
Project Members
- Jamie Renfrey (Level Design, Production)
- Ada Ogieglo (UI, Marketing)
- Finn Savill Kestel (2D Art & Animation, Marketing)
- Lucas Sampson (3D & Technical Art)
- Stephen Liu (Gameplay Design, QA/UX Programmer)
- Rhiann Steenstrup (Sound, QA/UX Design)
- Liv Lawson (Behaviour & Gameplay Programming)
- Brandon Tong (Weapon, Level Generation & External API Programming)
Primary Contributions
Main Role: Lead Programmer
- Programming
- Stats & weapons system
- Stackable upgrades
- Player controller
- Event-based objectives system
- Prefab-based level generation
- Modular enemy spawner system
- Leaderboards using Unity Gaming Services
- Discord Rich Presence using the Discord Social SDK
- Some VFX using Unity’s shader graph and particle system
- Project management - Programming team task lists
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