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Wizards of Nor
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This project was my first dive into proper project management, making use of the Agile Scrum format with a team.
Through research I discovered a program called Click Up which was a godsend for both Pre-Production and Sprint Planning.
This project was invaluable for helping me find my love of Project and Team Management as well as teaching me how to properly manage a team under strict rules and regulation from the high-ups of the schools' faculty.
It was a 15-week project broken up into 2-week Sprints with myself acting as both Scrum Master and Project Management as well as other Game Design relevant roles.
During Production I also was in charge for Audio and the Narrative (the latter was unfortunately cut) and had contributing roles in Gameplay Design, both in-engine and paperwork related.
Regardless of the outcome of the game, I felt this project was a success as in 15 weeks I got to experience a plethora of things that include but are no way limited to:
Team Dynamics, Conflict Management, Interpersonal Communication, Decisiveness, Scheduling Issues, Motivation Issues, Upper-Management Pressure, AND dealing with the outcomes and responsibility of said actions, both positive and negative.
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80's the Horror
Concepted, prototyped and produced in 6 weeks, 80's was made with 3 Designers and the idea of "Horror Clichés: The game"
Us three made use of free Unity Store Assets, Mixamo Models and Animations to Kit-Bash all of the above to make our own feel and mood.
We tried our best to hit as many horror tropes and references as we could, including the Necronomicon, Chainsaws, Guns with no ammo, eviscerated teens, a car with mysteriously missing keys and an enemy that just. Won't. Stay. Dead.
Overall, for a 6-week assignment, I am quite proud of what the three of us made and how it turned out especially with the atmosphere we had made.
My roles were mainly, but not limited to the design of the house and environment and those with a keen eye may recognise the layout.
During peer testing we got a lot of screams, swears, jumps and frightened students and to all of us is still a point of pride to this day.
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MidKnight
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My first major project I was in one the Level Designers, responsible for making nearly 50 levels for the players to navigate.
In this project Iteration played a huge role. The project called for testing, changing and removing sections and levels. I had to be flexible and could not afford to be attached to a singular idea or design.
I had to take into consideration various factors of gameplay to make each small level follow all the rules and restrictions that come with making a game in the Metroidvania Genre.
I also decorated the levels with beautiful handmade assets from the teams' artists and mixed, matched and scaled said assets to create various environments.
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Mad Santa​
Mad Santa was a game made in just 48 hours for the 2021 AIE Christmas Game Jam produced by myself and James Greensill.
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Knowing James and myself had only 48 hours we adapted a K.I.S.S mindset, the game and it's mechanics had to explained in no more than one sentence.
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We brainstormed and kept to a strict checklist sorted by priority to keep on track for the duration of the Game Jam.
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We finished the game without problems and released it to Itch.io for public download.