Aidan Briggs
Necromancer Delivery Service (In Development)
Necromancer Delivery Service is a 3D action, physics-based racing game where players control a struggling necromancer at Borz Bash, the city's fastest-growing delivery service. Complete deliveries in set times to collect money and souls while exploring the city and causing chaos with devious magic spells. This game is inspired by arcade classics like Crazy Taxi, emphasizing fast-paced, chaotic fun.
Gameplay Video:
My Contributions
Necromancer Delivery Service is a team project consisting of 3 developers, currently in active development in Unreal Engine 5 during my senior year, with a planned release in May 2026. I am responsible for the following:
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-System Programming: Designed and implemented core gameplay systems. This includes the timed delivery system that tracks player's current objectives and gives rewards, a dynamic magic system allowing spells to affect the player, cars, and the environment in real time, and a progression system that unlocks and upgrades new spells as players earn money and souls. Also developed an AI system for cars, NPC civilians, and destructible environment elements to ensure chaotic interactions feel responsive and fun while driving across the city.
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-Car Physics: Developed responsive, physics-driven vehicle behavior using Unreal Engine's chaos physics system that balances speed and control to support fun, chaotic driving.
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-UX Design: Creating clear, readable user experiences that communicate delivery objectives, timers, and feedback without interrupting moment-to-moment gameplay.​
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-Sound Design: Produced and implemented sound effects to reinforce vehicle movement, magic spells, and environmental interactions, enhancing player feedback and immersion. Additionally, created an original variety of music for each day, ranging from sci-fi, industrial, grunge, etc. This functions both as a radio system and to give each day a unique atmosphere.
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What I learned
-Designing Around Physics-Based Systems and learning Skeletal Structures: Iterating on vehicle physics reinforced how mechanical tuning and player expectations directly impact fun, chaos, and game feel.
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-Balancing Chaos With Clarity and Fun: Designing the UX and audio feedback systems taught me how to support fast, destructive gameplay without overwhelming the player with a lot of information.
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-Iterative Development in Unreal Engine 5: Ongoing development has strengthened my ability to rapidly prototype, test, and refine systems within a real-time engine.
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-Cross-Disciplinary Collaboration: Working closely within a small team continues to improve my communication across UI, level design, and modeling roles.
