
Claws of Furry is a 2D platforming, beat'em up game. It is the largest project I have worked on and one I have had the most involvement in. I feel very proud of this project as I worked on this project from the very start. A lot of projects I have come in partway on, but Claws of Furry I started development with rectangles, and formed the backbone of the entire code base.
Claws of Furry is available on the following platforms:
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![]() Nintendo Game Details |
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![]() Official PlayStation™Store UK |
![]() Microsoft Store en-GB |
Responsibilities
I had the following responsibilities on this project.
- Architecture: I was the first developer on this project, and therefore I was left to develop the architecture of the project.
- Physics: A mantra of mine is that I love physics, but hate physics engines. So whilst we still utilised Unity's Box2D engine for collisions, movement and forces were calculated manually. This was done so that we had more control over the parameters for the designers to tweak.
- Animation Programming: This project utilised a plugin named Spine, which allowed 2D animation of characters, much like a marionette. I coded the bridge between this plugin and our codebase.
- AI: I made tools and structures for other developers to quickly create states for AI characters.
- Tools: To help bridge the gap between our codebase and both designers and artists, I designed several tools for use inside Unity.
- Playstation 4 Port: I was placed in charge of the Playstation 4 version of the game. As such I became familiar with PS4 tools like DevNet, their forums and their submission and QA process.