top of page

Game Studio
Project

For this assignment, I was part of a team of eleven, each member we given a specific role within the team, my role within the team was producer.

The task was to design, develop and produce a vertical slice demo for a game idea. This would include coming up with a game design document as well as undertaking marketing research to align our game with current trends and find our target market.

For this assignment I was awarded a First.

VSD Final10.jpg

Software: Unreal Engine (Blueprinting), Maya, Mudbox, Substance Painter, Affinity Photo/Designer, 

MY Role within the group

My role within the group was Producer (Group Leader). This meant I would be responsible for...

- Breaking down each task and organise them to for a structured plan. (Using a Gantt Chart)

- Arranging and allocating weekly task lists to each member of the group.

- Communicating with the groups Lead Designer and Programmer. (Deciding all aspects of the game and requirements).

- Managing disputes or conflicts should they arise.

The forming of the group consisted of pitching my game idea to the group and assigning members who showed interest in working alongside me. I was fortunate enough to attract 11 members to the group, when the recommended number was 8-10 members.

With these members I was able to quickly identify who would work a lead designer and programmer, then identify who would work as a programmer, designer, and technical artist.

I decided very early on that, despite my role of producer, I would be more versatile, getting involved within the designers, programmers and technical artists to produce the vertical slice demo before the given deadline. Since our team size resembled that of an indie company instead of a AAA, so giving as much support where needed I felt was essential to succeed.

Along with managing the group, I would need to give weekly meetings to our lecturers who played the role of Game Director. Providing updates on the teams progress, a forecast of completion times for milestones and mini deadlines we set ourselves.

We used Pie charts, Gantt charts and tasks lists to keep track and clearly present to the Game Director the teams progress over time.

Story/Narrative Design

One main aspect of the project would be the games narrative.

 

I wanted the game to be an action adventure game, with the use of puzzles throughout the game. This game would be based within an ancient pyramid discovered in the deserts of

Egypt during the 18th century.

I needed to clearly outlining the characters backstory, the game world content, and the main storyline would help structure the games content (models, textures, UI elements, audio, etc.)

Level Designs

Once the narrative design and concept art had been outlined, I was able to help the level design team create layouts for chapters 4, 5 and 6, as well as the vertical slice demo.

Initially identifying the player route, puzzle locations, loot locations and a description of

the levels mood and feel.

Chapters 4, 5 and 6

Vertical Slice Demo

I then gave a more detailed overview of the vertical slice demo, clarifying certain aspects such as where lighting will be, where any threats will spawn, the final spawn locations for loot, and the intensity/difficulty level the player will experience throughout the demo.

Once all these details were finalised, I was able to create a whitebox level of the vertical slice demo. This was a key moment in the development phase, as the programmers would use the whitebox level to develop the mechanics required for the level.

UI Elements
(2D Artwork)

I worked on producing some of the games UI elements,

including the games logo.

Models/Textures
(3d Artwork)

I worked on producing some of the games models and textures, ensuring the model

imported correctly into Unreal Engine as well making sure the textures displayed

correctly when play testing.

This included modelling the puzzle one podium and disks, the keys, puzzle two platforms and walls with key holes. And texturing the puzzle one assets, keys, torch, the mummy's bandages, a stone tablet and its base, and finally the arrow dispenser for a booby trap.

Vertical Slice Demo

In the end, I was successfully able to lead a group of designers and

programmers to produce what was regarded as a "very well polished"

executable for a vertical slice demo.

bottom of page