Not So Super Mario is a low-scale recreation of the classic Super Mario Bros. For this rendition, our group of four focused on implementing six core design patterns in two sample levels: states, events, singletons, observers, flyweights, and commands. Furthermore, we delegated each member’s work to resemble a different discipline, from UI to Level Design to Enemy Engineering.
Personal Contributions
- Planned out the designs of both levels in design documents, and then translated said designs into Unity project using tile mapping
- Established and delegated task list with team, setting short term deadlines and revising goals accordingly
- Implemented the command design pattern by programming modular character movement
- Collected and integrated art assets, animating characters using sprite sheets and Unity’s animation system




