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Position: Systems Design/ Programmer

Engine: Unreal Engine 4

Team Size: 60 Members

Development Time: 4 Months

Concept: HaberDashers is a couch competitive local multiplayer arcade kart racer featuring tiny people in a huge world. Featuring customizable karts and racers, players face each other and AI controlled karts around familiar locales like bathrooms, living rooms and kitchens. HaberDashers features a fully unique soundtrack, three levels, two game modes and over 250 combinations of character customization.

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Roles and Responsibilities

  • Designed, created and balanced 5 different power-ups for racers to use during the race.

  • Designed and implemented a tiered coin boosting system and boost pads.

  • Created 2 track specific hazards

  • Assisted with Boost Camera placement and behaviors.

Screenshots

Trailer

Post Mortem

  • What went well?

  • Shippable Quality Game

    • The team was able to achieve a shippable quality game while working remotely due to COVID-19.

    • This is the first Team Game Project II class project that has been shipped in Guildhall's history.

  • Cross Discipline Teamwork

    • Communication​ and integration of assets from different disciplines went smoothly and effectively.

  • Balanced Pickup System

    • The pickup team managed to create a system with 5 unique powerups that made each item feel powerful and useful while keeping them balanced.

    • Almost all known bugs were eliminated before launch.

  • What went wrong?

  • Task Planning

    • Due to remote work and challenges with communication from the lead team, members were left wondering what tasks were needed.

    • A few aspects of the game were cut and the team wasn't informed quickly enough which lead to some lost hours of work.

  • Lack of a Designated QA team

    • QA was saved until the last few weeks and several team members were unsure of the pipeline when working in JIRA. This led to some communication issues with what bugs were fixed and which hadn't been touched yet.

  • Even Better If

  • More Information Sharing

    • Having a dedicated document for developers to list how they overcame problems would've saved time when troubleshooting.

  • More available information for an online environment

    • With the change to remote work, information was sometimes lost in translation between the lead team and the rest of the team.

    • This led to miscommunication and confusion over the overall vision or goal of the team as a whole.

  • Organized and Maintained Documentation

    • More widely available and easy to access documentation that the whole team could find and reference would've helped to ease communication problems once we moved online.

  • Central place to showcase in an online environment

    • With the move to online, our way of showcasing class work disappeared and was never re-established.

    • Having an online place to see the progress and cool stuff the team has done would've created a stronger sense of unity and boosted morale.

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