I joined a group project to complete a game in 5 days. The group consisted of 3 members, a Game Designer (me), a Programmer, and an Artist.
This became "SplitFire", a unique game inspired by classic on-rails arcade shooters with the unique selling point of managing your weapon to adapt to changing situations.
What I worked on....
Used blueprint logic to create key features such as cutscenes and Player/NPC behaviors.
Designed and created all levels.
Sourced and implemented all music and SFX.
Created simple menu with work from artist.
Lessons Learned
It's important to do playtests much earlier than you think, specifically to ensure functionality of core features in packaged products and to correct any player feedback and instruction issues.
Needed better Scope Control and Direction, as we wandered away from the management aspects too much and tried to include features that we couldn't finish by the end.
I joined my first game jam as a 2-person team with an artist.
This became "Welcome to Waves, Inc.", a puzzle game with a Lovecraftian theme involves the player producing otherworldly items to meet a quota.
What I worked on....
Used blueprint logic to create all gameplay and features, as well as implement art assets from team member.
Sourced all audio assets.
Handled source control with GitHub.
Lessons Learned
Learned to cut content very early on (originally planned for multiple levels, expanded item combinations) in order to focus on a polished core gameplay experience.
Sometimes, a small thing that a playtester recommends will not be an easy thing to implement, so playtesting multiple perspectives early on is helpful.
I took on the role of Lead Game Designer in this large group project which included a design team between 4 - 8 members total throughout my time in the project.
Toybox Titans is a 3rd-person action-adventure game that puts the player in the shoes of action figure characters. Players fight and explore levels inspired by 1980's US Saturday cartoons and toy lines.
What I worked on....
Lead the Game Design Team.
Designed core gameplay aspects and worked with programming teams to implement.
Designed and implemented gameplay actors and level portions (see below) examples.
Created simple menu with work from artist.
Lessons Learned
Learned many aspects of leadership in a the game development process and that it's important to figure out much earlier on how the team should work together before jumping into project work.
Needed to utilize better management tools to help key team members productive.
Needed to provide better communication and direction for overall team as many would say they didn't understand or couldn't visualize the project's direction or vision.
Laser Obstacle Actor
Turret Obstacle Actor
Laser Box for Mission Start