Autumn Harvest Seasonal-Challenge at CG Spectrum
Autumn Harvest Seasonal-Challenge at CG Spectrum
Stellar Harvest came from a collaborative challenge hosted by CG Spectrum, known as the "Autumn Harvest Challenge". I had just finished my Intro course and wanted to get experience working with a team as soon as I could.
Groups of students were tasked with creating a proof-of-concept project that matched the theme of "Harvesting".
Final Deliverables included a showcase Pitch Deck (explaining our final gameplay and art decisions) as well as a demonstration video (see top of page).
Students signed up with a form and were randomly assigned to groups.
Each team was given a thematic name for the month, with ours being: "Gourd Ghouls".
I was grouped with 4 other students; two 3D-artists, a Programmer, and another Game Designer.
Stellar Harvest is a Sci-Fi Adventure game with an isometric camera perspective. The player is tasked with collecting a certain amount of crystals found around the map. Roaming around the map is a monster that the player must avoid or use equipment to escape it.
When the required amount of crystals have been collected, the player then must return to base to complete the objective.
My Roles:
Team Leader
Gameplay Designer
Engine: Unreal Engine 5
Platform: PC
Source Control: GitHub
I was told early on by one of the programmers running the challenge, that a big responsibility of Game Designers in small group projects like this is to take charge and lead the team, because the Game Designer is the one with the vision. Therefore, I made it an important goal of mine to lead the project despite never being in a lead position before.
From the beginning, I stepped up to establish times we would meet as a team as well as get the team familiar with project source control
The challenge included weekly production guidelines that I focused on to help stay on track
I helped establish art objectives to give the 3D modelers direction
I worked alongside the other Game Designer to develop a pitch deck (see below) that would give us a unique concept, as we anticipated that most other groups would go for more obvious Halloween or Thanksgiving themes.
I chose to focus on the core gameplay mechanics for my design tasks, including:
Primary gameplay loop of collecting crystals and success/fail states
Player abilities
The behavior design of the monster
I used flow maps to communicate my designs to the team as I felt this format helps explain ideas clearly for multiple types of team members
Some additional tasks I accomplished within the project were some materials that were important for gameplay, including:
The shield for our base that communicates to the player the safe zone making sure it was animated to provide some nice, futuristic atmosphere.
The effect for the countermeasure that disperses from the character provides visual feedback for this ability's range.
I chose a simple circle effect for prototyping reasons. Having the game mechanic working well, early, is more important than making it look good and working poorly.
After almost 3 months, we finished up the project and submitted the deliverables. While there were some cuts to the original scope and we were unsuccessful with pushing for a packaged demo, the team felt accomplished having made a project that had a consistent and unique theme for the challenge.