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REUS 2 - 2022

ABOUT

  • Job: Technical Designer | UX/UI Designer

  • Duration: 4 months internship | 1 year freelance

  • Team: ~10 workers

  • Genre: Managment, God Simulation

  • Support: PC, Unity

  • Studio: Abbey Games

WHAT IS IT?

My JOB

Reus 2 puts you in control of mighty giants that shape the planet for humans to live, grow, and wage war on. Your choices will explore the fate of humanity across a cosmos of your creation, experimenting with civilization and seeing what human tribes will achieve with the right combination of elements.

Plan and discover strategic synergies within ecosystems and biomes while finding combinations of giants that yield surprising results. Over time, you will discover more and more ways to bring life to your planets, with endless combinations of people, plants, animals, and more - as well as different rosters of giants.

As humanity evolves, learns, and reaches for the stars, it will be entirely up to you to help them uncover both the best and worst of their destinies. Choose to foster and shape human aspirations by helping them achieve their goals or pave a more difficult road. Don’t like what you’ve built or being threatened by an angry, nuclear-armed population? You can always start a new humanity.

I had the opportunity to contribute to the development of the sequel to Reus initially through an internship with Abbey Games. Throughout this internship, I worked under the guidance of the Technical Director and provided support to the design team in implementing features within the game engine.

Additionally, I had the chance to directly participate in the design of these features. Alongside that, a significant part of my responsibilities revolved around extensively reworking the game's UI, involving both design and programming aspects.

Collaborating with an experienced programmer like the Technical Director of Abbey Games greatly enhanced my development skills and instilled a strong sense of discipline. While we primarily utilized Unity, much of the engine had been customized with Abbey Logic, resulting in an experience that closely resembled working with a bespoke engine.

Following the conclusion of my internship, I continued my collaboration with Abbey Games as a freelance contractor. In this capacity, my main focus was designing features to enhance the game's UX and UI, and subsequently implementing them.

Working as a freelance contractor fostered my independence and taught me the importance of independently validating my work to ensure it met the quality standards outlined in the contract.

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