The Last Golfer is a sci-fi golf action game developed by Andrew Laing and Karthik Subramanyam. It was published by Drivehead Games. The Last Golfer was announced for the Windows platform on Steam.
Set in the near future, a robot scout from planet Earth is sent on a mission to explore and survey unknown planets. During its journey, the robot crash-lands on a strange planet with golf courses spread across multiple biomes. The guardians of these desolate realms make sure no intruders leave in one piece. The only way back home is forward through the fairways.
A unique adventure mode presents two ways to play the game: the Director’s cut and the Extended cut. The Director’s cut presents the robot’s journey the way it is meant to be experienced. After the Director’s cut of the adventure mode is completed, players can re-live the experience a second time with additional courses in the special Extended adventure mode.
Players can also go back at any time and revisit their favorite completed sections of the game through Chapter Mode.
Golf Mode provides a quick round of golf that lets players focus on improving their best score and time.
Nine exciting 6-hole golf courses designed to allow quick play sessions and maximum replayability.
Enjoy realistic golf physics including driving, wedge shots, and putting.
Features a modern swing system that allows a continuous club swing to closely mimic the physics of actual swing mechanics.
Includes the new Sim Shot practice mode, which allows unlimited practice shots before committing to an important shot.
Explore multiple biomes in an abandoned world and discover secret digital dream levels containing additional challenges.
Take shots of beautiful sunsets with the photo mode.
Implemented and handled the code base for the entire game. I was directly responsible for creating and enhancing all the playable features.
Handled a wide range of programming tasks on the project, including gameplay, camera, enemy AI, physics, tools, UI, and audio.
Designed the Sim-Shot Golf System.
Designed the non-golf aspects of the game, including ranged combat, enemy AI, data streams, relic tracking, and isolation relic levels.
Designed the game’s narrative structure and flow from beginning to end.
Designed the user interface and created all the interface art.
Responsible for delivering an exciting and memorable gameplay experience.
Programming
Game Design
Narrative Design
UI Design
UI Art
Audio Design
Lead Game Design
Level Design
Environment Art
Production
Character Art
Environment Art
Animation
Character Art
Concept Art
Animation
Environment Art
Environment Art
Concept Art
Quality Assurance