JAMES EASTON

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JAMES EASTON

Unity
C#
REST API
PS4
PS5
Switch
Microsoft Store
Xbox One
Xbox Series X|S

Inscryption


Inscryption is a multi-award winning metafictional, roguelike deck-building game...

Inscryption involves found footage as the player watches the experiences of a vlogger that stumbled across a computer game called Inscryption, which holds a number of strange secrets. As the player interacts with a mysterious dealer in a dark cabin, they find further secrets that expose more of the history of the fictional Inscryption.


Buy Inscryption

Inscryption is available now on:

PC
Console

My Work On This Project

Lead Programmer

Inscryption was my introduction to leading a team of programmers in an efficient way whilst ensuring that code quality remained at its highest. I feel I did this effectively, ensuring that work was distributed evenly, fairly and most importantly, in a way which played to my team member's individual strengths to ensure that the project was completed in a timely fasion whilst also ensuring maximum quality of work.

Co-ordinating with the project manager and designer, features were carefully planned out with time estimations and during times where this was not possible due to prerequisites not having been fulfilled, I took a pragmatic approach to ensure that time estimations could be given to the client as accurately as possible.


Porting

I contributed to porting the game to all supported platforms. With my work on HueyCore providing the framework for the port on all platforms, the port was completed with relative ease.


Controls

Inscryption featured basic support for controllers however it was insufficient for use on the console platforms as it still relied heavily on the use of a mouse and keyboard for many gameplay features. As such, it was my responsibility to ensure that controller support was added. This was a complex task as the game's input handling was non-standard for a Unity project and as such, required a careful hand when implemening this extra functionality.

After consolidation between the developer, publisher and our in-house designer, I followed a brief detailing the design of the controller support in order to implement a programatically robust system which was versatile enough to be reused throughout the project, adapting to the individual specification of interactable items in the game.

The meticulously designed implementation I produced resulted in exactly that - a system which was robust and reusable throughout the project, allowing developers to simply drag-and-drop a script onto any scene object and assign a binding. The appropriate glyph would then appear and when pressing the corresponding button on the controller, the interaction would occur as expected. There were a few occasions whereupon modifications to the source code for this system would be required in order to be compatible with irregular use-cases however, because the system was designed carefully, this was incredibly trivial and quick.


Networking

One of the features integral to Inscryption's gameplay is a mechanic whereupon the users platform friends are gathered and a card is created in their name. The library the game was initially using was incompatible with the console SDK's and technical requirements. As such, I assisted in the creation of a platform-agnostic RestAPI plugin using the "UnityWebRequest" type which is fully compliant across all supported platforms.


Enhanced for Console
PS5

I contributed to internal tools which integrates the features of the DualSense controller directly into Inscryption. To learn more, please read the PlayStation Blog post by Inscryption's creator, Daniel Mullins.

Switch

I created a tool which takes the DualSense vibration data and converts it into the required format used by the "HD Rumble" feature of the Nintendo Switch controllers, making supporting the feature effortless.


Reviews


PlayStation

“For the fortunate, the PlayStation 5 version of Inscryption makes fantastic use of the platform’s signature controller. The haptic feedback feels finely tuned, and light around the touchpad even reflects what is happening onscreen. For a game like this, which surely wasn’t required to include haptics, they add a level of immersion that is surprisingly well done. There is particularly ingenious use of the adaptive triggers in regards to certain single-use items.”

Goomba Stomp

“The Inscryption version for the PS5 supports up to 120 frames per second. It is noticed that the team that made the port spared no effort and carried out a work with mastery.”

PSX Brazil *

“There are a few differences from the PC version, but nothing that messes up the experience.”

“Now, the game has arrived on PlayStation 4 and PlayStation 5, and in the new generation, the port was very well produced, using DualSense features such as tactile response and adaptive triggers. In addition to its technical qualities, its addictive gameplay leaves the player intrigued to evolve and discover the secrets behind the story.”

MeuPlayStation *
* Translated from the original language with Google Translate

Switch

“The Switch version of Inscryption is a great way to play the game”

“You’ll definitely get everything you’ve asked for and more while playing Inscryption and it makes for one must of a card game on the Nintendo Switch.”

NintendoWorldReport

“I ended up playing Inscryption on Steam Deck and enjoying my time with it a lot. Having now played it on Nintendo Switch, we have a much better portable version of the game.”

“The addition of proper HD Rumble adds to the immersion.”

“If you skipped prior releases with the hope of enjoying Inscryption on the go, your wait has been worth it.”

TouchArcade