Mystic Mancers is a game I worked on with a few others for our second year final at Fanshawe College.
We called ourselves Teacup Studios, composed of Eric Crosby, Mason Butterwick, Julie Gossman, Tyler Aubie, and myself - Nicholas Hylands.
Each of us contributed two level's complete designs, one character, at least two environment assets and whatever else we could throw in there.
For myself, that "whatever-else" was coding the game and all its systems inside the Unity Game Engine. It's all high-level Unity-C# stuff, so it wasn't too much of a challenge, but it was a lot of fun and I'm really happy that we got to break away and extend the set-up we were given.
One of the more interesting aspects of the game was setting up a finite state machine using C# co-routines, specifically for the AI.
A couple gifs from development:
I love catrig in 3ds max.
Lots of messing around with fx packages and some early AI stuff
It was a great project, and the team was awesome to work with.