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My Contribution
As Technical System Designer, I pitched the game's core puzzle mechanic, developed it through prototyping, and carried out playtests to determine the optimal control scheme. I also wrote all code for the game.
As Team Lead, I kept everyone focused on the game's vision by scheduling tasks, setting milestones, and reviewing the team's work. I was also responsible for pitching and maintaining communication with our external audio designer.
As Team Lead, I kept everyone focused on the game's vision by scheduling tasks, setting milestones, and reviewing the team's work. I was also responsible for pitching and maintaining communication with our external audio designer.
My Contribution: Details
Technical System Design
Our task for this project was to build a physics based puzzle game with characters. In the beginning of the project, we spent a lot of time brainstorming for unique puzzle mechanics that we can build our game around. I pitched the idea of shifting gravity to move objects around a level, and the team liked the idea. There were still some unknowns regarding specifics of the gravity mechanic and input on a tablet, so I created a plan for prototypes and playtests that would help us to make an informed decision on these questions. I built the prototypes and carried out the playtests, reaching a final conclusion with the team's input.
Our task for this project was to build a physics based puzzle game with characters. In the beginning of the project, we spent a lot of time brainstorming for unique puzzle mechanics that we can build our game around. I pitched the idea of shifting gravity to move objects around a level, and the team liked the idea. There were still some unknowns regarding specifics of the gravity mechanic and input on a tablet, so I created a plan for prototypes and playtests that would help us to make an informed decision on these questions. I built the prototypes and carried out the playtests, reaching a final conclusion with the team's input.
Gameplay Programming
As the only available person with programming experience on the team, I was in charge of all gameplay programming. I first worked on prototyping and proving the basic gameplay, and then, because of limited resources, salvaged what I could to build the actual game project. I think this approach worked out great and I am quite happy with how I managed my responsibilities on the team.
Playtesting revealed the importance of a more advanced game feature that I implemented: the ability to undo your last moves. If you want to see details about implementation specifics, click this sentence.
As the only available person with programming experience on the team, I was in charge of all gameplay programming. I first worked on prototyping and proving the basic gameplay, and then, because of limited resources, salvaged what I could to build the actual game project. I think this approach worked out great and I am quite happy with how I managed my responsibilities on the team.
Playtesting revealed the importance of a more advanced game feature that I implemented: the ability to undo your last moves. If you want to see details about implementation specifics, click this sentence.
Team Lead
As team lead my jobs included:
As team lead my jobs included:
- Task scheduling and milestone planning
- Preparing and presenting pitches
- External communications (both with lecturers and an external audio designer for whom I created this audio design brief)
- Clarify and communicate the game's vision (I would later create this project proposal for continuing work on Sugar and Space)
- Review puzzle design (In this design language document I defined the term "Visual Complexity", which I was frequently using to provide feedback to our level/puzzle designer)