- Wrote up contracts for outsourced artists
- Developed art template pieces for walls in both code and geometry
- Created the wall size and modularity system to help faster implement levels
- Built, rebuilt, and scrapped levels dozens of times.
- Built and imported whitebox assets for early game development
- Imported and developed initial sound system for development
- Wrote crouching/peeking code for thief movement
- Imported dozens of art assets, including walls, obstacles, doors, pillars, etc.
- Hand-assigned tasks to engineers and helped communicate feature functionality
- Co-wrote a design glossary with Chris
- Developed the new process to help coordinate engineer efforts
- Helped schedule trips to Wahoo, ESP, and EA to show the game to pros, and invited in Shane and friends to see the game.
- Made a spreadsheet and schedule to have regular playtesting, and spearheaded said playtesting.
- Personally quality-checked every single feature from the backlog.
- Organized and arranged meetings with Troy D’Ambrosio for business help
- Added content to the game website, specifically the gameplay, story, game, thief, hacker, team, platform, and EAE pages.
- Populated the backlog for the project (See appendix A)
- Managed and collaborated with our music outsource artist towards producing 3 tracks for the game
- Re-named the game
- Promoted our game at Comic Con and Utah Indie night
- Contacted Unity representatives to push our game via twitter
- Pushed drones instead of human guards
- Designed Tracers, SAPs, jammers, transmitters, door functionality, ping system, link placement versions 1-3, peeking system, lasers, guard traps, guard alert meters, and guard detection parameters
- Invited guest engineers to assist team engineers with AI pathing problems
- Laid out menu screen functionality
- Developed bug-squashing system for weeks leading up to IGF
- Formally presented the game to EPs 4 times
- Recorded play sessions for use in trailers/promotional materials
- Recorded/wrote tutorial audio explanation
- Wrote 4 versions of story premise
- Wrote Tutorial cues content for 10 levels
- Designed over 20 levels
- Developed unit-test levels for guard behavior
- Wrote up word list and approach for unified media plan
Friday, December 20, 2013
What I did this semester
Recently I was required to write a postmortem for the past semester's projects class. In the postmortem, I was required to specifically list all the things that I personally contributed to the project this semester. I was impressed with the result, and I thought it'd be cool to post that portion of the postmortem here.
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