Type: Group
Project Length: 4 Months
Skills:
Tools:
What was the goal?
This was a semester-long project for a design class, where we were tasked to create a game with a group we formed in the semester prior. As a group, our goal was to make a fully functionable alpha of the game by the end of the semester.
What was the output?
We as a group ended up with the idea of a horror game where you play as a doctor, whose patient she was experimenting on, had escaped and was on the hunt for her. We decided it would be a 2.5D point-and-click game, where the player would have to solve puzzles in order to escape from each room and move onto the next. We used Confluence as our method of project documentation, as we utilized an agile development process and had sprints every week.
For this project, I mainly worked on asset creation, specifically as the art director and the character designer. All final asset decisions had to be made by me; I often chose between different styles for inventory items, as well as props present in levels. I was also the level designer for the tutorial of the game, where the player learns how to interact with the world and solve their first puzzle. The bulk of my work, however, was doing concept art for the main threat and mascot of the game, the mutant patient. I did a lot of conceptualizing for her design, and then went on to create props and animations for her to use in-game. I also created a comic style cutscene of her escaping from her bindings at the end of the tutorial, that served to transition the player into the next level.
This also tied into my role of being a part of the narrative team for the game, which we often told through environmental storytelling in the art and small notes in different puzzles. Despite not being one of the programmers, the other artists and I still had the responsibilities of importing our assets into Unity and implementing them into the game, and as a team, we made use of telemetry data in Excel when doing playtests, allowing us to further iterate the game using our gathered information. By the end of the semester, we created a fully finished alpha build as intended, which ended up being the most successful and polished project in the class.
Takeaways
This project taught me a lot about agile development and utilizing sprints. It changed my mindset completely on how to tackle future projects and is the way I go about a lot of my work now. It also taught me a lot about working in a group, especially in an agile setting. I learned a lot about communicating with my group members, especially using Kanban boards and simple life updates. This was definitely some of the most fun I've had working on a project, I really enjoyed working on the character design and animation! Learning how to use telemetry data and Excel was also really helpful for future projects where I’d be conducting playtests.