The original story (which was pitched by a colleague) was morphed and molded into a viable game idea by myself and my creative team of 5 others. As part of this creative team, we developed the characters, backstory, environment, and gameplay. In addition, we ensured that those elements did not conflict with one another.
D.A.V.I.S. went through 4 months of pre-production to create a design document, establish pipelines, and create schedules and deadlines. After that, D.A.V.I.S. was in full-fledged production for a year with a team size ranging from 40-54 people. My responsibilities included:
- Directing the entire project from start to finish for over a year and a half
- Leading the creative team of 6 people to turn the idea into a playable game
- Creating a D&D-style prototype of the game before production
- Establishing and refining asset pipelines
- Overseeing the implementation of the game idea into actual code and functionality
- Weekly reports to an Executive Producer with updates on progress
- Maintaining a Wiki to make sure that information was available to all team members
- Creating a Google Group and contact document for rapid communication
- Using the Unreal Tournament 3 Editor, including Kismet, Matinee, & the UI Editor
- Managing a production team with 9 departments, department leads, and an art director
- Animation
- Audio
- Concept Art
- Creative Team
- Level Design
- Modeling
- Programming
- Surfacing
- Writing
The original story was pitched by a teammate but I participated in the development of the game from the ground up. Collectively we created a paper prototype that went through several iterations of playtesting and revision before we created an electronic prototype that was polished into a playable Beta. My responsibilities included:
- Working cooperatively as a member of a team of 5
- Designing and implementing rules for the paper prototype (PDF)
- Testing and revising rules and game boards for the paper prototype
- Researching and implementing core functionality/features in Torque Scrip
- Creating enemy movement and AI
- Implementing player control, abilities, & camera tracking
- Implementing animations, HUD, cut-scenes, audio, collision, level transitions
- Importing all art into the Torque Editor
- Designing and building levels
I pitched the original concept that was refined and implemented by myself and a team of 3 others. A paper prototype was designed, tested, and revised multiple times before an electronic prototype was created, tested, and revised as well. The paper prototype utilizes the knowledge I learned from the Skybike Royal Tournament Paper Prototype about momentum in a turn based environment. It also explores different abilities that can be used in a side-scroller such as wall jump. My responsibilities included:
- Directing the project as part of a team of 4
- Creating assignments for other members of the team
- Generating the original concept and idea for the game
- Creating, editing, and maintaining the design document, schedules, and milestones
- Lead researcher/programmer of Torque Script
- Implemented assets created by other people in the Torque Editor
- Combined code from the other programmers with my own to create builds
- Balanced paper and electronic prototype levels for difficulty
Skybike Royal Tournament is a Mario-Kart, arcade-style, combat-racing game but in three dimensions. Players race their skybikes ("flying motorcycles") through a course of gates in the sky. Players earn money to upgrade their Skybike’s performance and arsenal.
This is an original concept created by me that was implemented as a 2D paper prototype with my team of 3 others. The prototype explored the concepts of momentum, acceleration, top speed, handling, weapon aquisition, weapon use, and collisions in a 2D, turn-based environment. The game went through several iterations to refine the rule set, game balance, and add new maps. My responsibilities included:
- Directing and creating the game as part of a team of 4
- Creating the concept for the game
- Writing a design document
- Creating a schedule that included milestones and a delivery date
- Creating game rules and a rule book for outside testing
- Creating paper levels for playtesting
- Balancing player attributes & game rules