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Role:  Art Director, Producer, Design

Genre:  2D TopDown Combat
Engine:  Unity 2D

Description

A 3-stage boss arena demo for a rogue lite game in which player is a cat genie trying to escape a dessert temple. This is a creative take on the GMTK jam topic — loop.  The player has to shoot their projectiles towards the out wall of the arena, the projectile would circle around the wall until player shoots them towards the enemy. The projectiles doesn't deal damage without entering the outer wall.

Design Process

Starting the design

The theme this year was "loop"

with these said, for Visual aesthetic:
We wanted a

Challenges

Reflect & Learn

What went right?

Our members span all across the world in almost every continent. The time zone difference was our major concern and challenge. If not dealt with properly, it could become a barrier preventing proper collaboration. In order to push through the development process on a tight schedule, we had to find a work flow and way to communicate for both members who are present and not present. 

Our team:

  • ​compared everyone's schedule on a timezone chart

  • kept an updated kanban chart on Miro where everyone can see

  • We made sure to have members from the last few hours to update whoever shows and begins working.

As the art director, I:

  • organized a detailed chart on everyone's availability, and prefered responsibility

  • made sure to check in with both everyone on the art team and the other roles(programmer, designer) regularly, and update the progress

  • made sure to be on discord call whenever I can to clarify any confusions and answer questions, I also confront the other departments by jumping onto their call and communicating to ensure smooth prodction

  • always left extra-detailed task lists and notes before I go to slee

Results: We were able to make a cohesive and fun game project that I am proud of within the span of 4 days, and everyone contributed their parts.

What went wrong?

  • lack of learning curve became a problem for new players (cons of having boss arena as the entire game)

  • the current game jam version felt more like a vertical slice instead of a complete small game experience

What I learned?

  • This is the largest team I've worked with on a game jam

  • I learned the most from being in the position of Art lead/producer, this role means I manage the art side of our project, and has the responsibility to keep 

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