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.
Project was part of submission for The Rookies 2024
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
Explored an approach to making level design tools by way of Modular Blueprint Actors during my "Foundations of Game Design" course at CG Spectrum.
Learned about optimization techniques from mentor such as using Instanced Static Meshes.
Used this tool in the creation of my own prototype level for Capital Punishment project.
This was my first "game jam" like experience hosted by CG Spectrum.
I was placed on a random team of 5 people (2 Designers including me, 1 programmer, and 2 Modelers).
I took on the leadership role for this project due to advice I took from the hosts of this student challenge.
What I worked on....
I organized and directed the vision for the project, ensuring to communicate needs and goals for each team member.
Used flow maps to communicate programming requirements.
I created materials for some key features in the game (Base Shield & Counter Measures FX for player feedback)
Lessons Learned
I needed to learn better scope control when assigning tasks to team members, as I made workloads lopsided and gave some difficult tasks that couldn't be completed in time.
Went through the basics of Game Design with this project in my "Essentials of Game Design" course.
"Capital Punishment" is what I created for my long term project. This is a FPS based on the large scale combat of Battlefield 2142, aiming to use a character swapping mechanic to tailor the experience for singleplayer.
What I worked on....
I created traditional Game Design Documents to establish proper vision, game pillars, and detail sections to support those design decision.
This project carried over to the following course, where I created a prototype for the character swapping mechanic (using blueprint logic).
Lessons Learned
I corrected a lot of misunderstandings about how the concept of a game is designed no paper.
I went through a lot of iterations when it came to the game pitch as I find out where I needed to provide better details to communicate to multiple audiences.