Pre-Production
as Project Manager
Delivering a Pitch
Created two game concepts based on industry trends among independent studios
Presented and defended concepts in open team deliberation
Wanderust was selected by ranked choice vote from 9 members
The election of Wanderust as our project concept placed me in the position to lead the overall development direction. Moving into pre-production, I would be accountable in scheduling and leading weekly meetings, art briefings, and peer-development sessions.
Concept Pitches
Guiding Pre-Production
Created an initial game design document to coalesce a shared vision
Led weekly meetings; utilized Jam Board to brainstorm; directed guided introductions to cel-shading; conducted competitive analysis discussions
Developed pre-production materials such as audio and art mood boards
Deployed Trello as a method of delegating tasks based on development role
Jam Board Brainstorms
As a part of our weekly meetings, Jamboard was used as a planning method to promote participation. We tackled various planning tasks such as setting goals in open discussion, and narrowed our focus into a primary scope, push goals, and stretch goals.
Additional tasks were engaged with using Jamboard such as conducting competitive analysis on similar products, and ideating feature elements from our findings.
Structuring Brainstorm Takeaways
During our planning, I tied our game world into a core gameplay loop which would pertain to the majority of the user experience. Using the initial game design document I created, we processed narrative, visual, and other previously fleshed out aspects of planning, and applied them to our gameplay ideation.
We established that our game would take an explorative overworld approach to the world of Wanderust; players would learn about the environment during traversal, and reach cumulative narrative checkpoints which advance the experience into new areas.
Here is a gameplay web I created to express our gameplay mechanics visually. The principal of our gameplay lies within tethering traversal to the world and providing means for the player to progress and customize their movement.
Moodboards
Visual
In order to establish a shared artistic vision for concept development, I assembled images from various digital sources in order to exemplify themes. Furthermore, I collaborated with two artists to develop consistency in concept style through art briefings.
Working alongside an audio artist to outline interactive UI/UX sound outcomes and instrumental direction, I briefed our audio artist on themes and collaborated on identifying how interactive SFX would guide user interaction.
Trello Management
Trello was used as our method of assigning development tasks to individuals or groups. Here are our early production and art Trello boards, wherein I outlined initial goals for team members. These goals are discussed in our weekly meetings, where roadblocks are identified and each member shares progress and concerns for addressment.
Our other assignment boards include areas such as sound design, gameplay programming, marketing, and more.
Early Production
as a Unity Environment Designer
Developing a 3D Prototype
Utilizing character models developed by one of our artists, I created an in-engine scene with the purpose of transitioning our team's concept art into the game. The image below was created by using engine cameras to render a snapshot of how our product's visual expression would be realized in Unity.
Creating a Game Jam Demo Environment
To tackle our demo level, I environment sculpted using Unity Polaris tools; applied shades to 3D environment assets within URP High Fidelity Render Pipeline to flesh out the visual style. Implemented 3D assets developed in Blender, or prefabs used to quickly complete game jam goals. The purpose of this environment is to preform as a set for demonstrating game concepts such as our user interface compass system, hoverboard mobility device, and to serve as visual proof of concept.
Additionally, I worked collaboratively with programmers using Plastic SCM as version control. Pushed local repository updates to the main branch in handoffs for scripting implementation.
In-Engine Environment Renders
In-Game Visuals
Here is the hoverboard mobility mechanic used in environment. This will be the primary method of overworld travel, and will be the primary focus of mobility iteration during development.
Furthermore, this is the seamless navigation interface. This system allows players to maintain direction without opening any menus, and thus promotes a stronger sense of engagement. Other planned features and stretch goals, such as a collections/encyclopedia system, are also planned to be represented in-game, rather than in a traditional menu.
Production
as a Narrative and Worldbuilding Designer
Creating a World
To further establish the scope of our narrative, I utilized Inkarnate as a drafting tool to create an overworld map. I tied locations to story documentation to build out the world, and wrote the basis of various environments into our game design document for reference.
Following iterative development on Wanderust's narrative, the intention of this map is to serve as a basis for our artists to convert into the product's art style. This subsequent version will be integrated into the game as a navigatable map featuring map markers and fast travel.
More to come