All the Way Down (Beta)
All the Way Down is a fast-paced downhill mountain biking experience on a world stage. Compete against your own best times, and players all over the world, as you push yourself to the limit on 20 highly realistic, unique and challenging tracks across Europe, Africa, The Middle East and Asia...from the Forests of Ireland to the Australian Outback...All the Way Down!
All the Way Down (Alpha)
The Alpha release presents an experience which is very close to the intended goal, with only minor tweaks and development tasks remaining. This release sees improvements to core mechanics, further development of the Stage Ireland track, new (and newly textured) models, improved audio immersion, a more diverse and reactive spectator implementation, and the integration of competitive elements in the form of leader boards and track split times.
All the Way Down (POC)
The Proof of Concept release was used to demonstrate the viability of core mechanics in the Unreal Engine 4: bike movement, environment design and modelling, spectator development, sound implementation, and more. The first All the Way Down track scheduled for developed is Stage Ireland. All three major releases (POC, Alpha, and Beta) will iterate on development of this track.
Mark Barry: 3D Modelling
Mark's specialization is 3D modeling and related disciplines. For All the Way Down, Mark has worked on development and texturing of environment models (rocks, trees), artificial structures (starting gates, tents, etc.) and the bike and character models. For his 3rd year project Mark served as the lead modeller for Bushwhack's Twisted.
Michael Campbell: Bike Mech., Scrum
Michael's specializations are process management and physics. For All the Way Down, Michael has worked on development of bike mechanics, split time mechanics, bike customization options, camera mechanics, and more. Michael also serves as Margin of Error's Scrum Master. For his 3rd year project Michael served as Scrum Master and Sound Designer for Bushwhack's Twisted.
Kevin Duffy: Sound
Kevin's specialization is sound design and implementation. For All the Way Down, Kevin has primary responsibility for all aspects of sound design and implementation in the game, both in-game sounds and menus / UI sounds. Kevin is also responsible for sourcing, and obtaining rights for, 3rd party music tracks. For his 3rd year project Kevin developed the game BeepBox.
Shane Gavin: UI/Menus, Spectators
Shane's specializations are programming and graphic design. For All the Way Down, Shane has worked on menu design and implementation, and on development of the game spectators--inclusive of mechanics and model development. Shane is also responsible for extra-game graphics (presentations, etc.) For his 3rd year project Shane served as the lead programmer for Bushwhack's Twisted.
Ronan Murphy: Bike Mechanics
Ronan's specialization is programming. For All the Way Down, Ronan has worked on Development of bike mechanics, bike customization options, bio-metrics monitoring, and leader board integration. For his 3rd year project Ronan served as a programmer for Team BRAG's Perspective.
Brian Smullen: Environment
Brian's specialization is level design. For All the Way Down, Brian has primary responsibility for all aspects of environment design including track development, environment dressing, 3D asset integration, and lighting design. For his 3rd year project Brian served as a programmer for Bushwhack's Twisted.