
Sam Hooser
AAA Encounter, Combat and Level Design

Position: Lead Level Designer
Engine: Unreal Engine 4
Team Size: 11 Members
Development Time: 4 Months
Concept: Space Smack! is a 1 to 4 player party game exploding with chaos and sabotage. Enter into the vast expanse of space and clash in a variety of minigames. In this controller-only game, cooperate or undermine your friends to become victorious!
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Roles and Responsibilities
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Responsible for all gameplay mechanics and functionality from prototyping to final polish.
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Planned, assigned, and scheduled tasks for myself and team throughout the project.
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Maintained documentation from creation to launch.
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Analyzing feedback and iterating on existing mechanics to better facilitate the intended experience.
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Collaborated cross discipline with other team leads to solve problems, plan tasks, and communicate effectively.
Screenshots
Trailer
Post Mortem
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What went well?
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Shippable Quality Game
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Due to COVID-19 the teams were smaller and there was a larger emphasis placed on social distancing. This presented new problems that the team overcame well.
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Fun Gameplay
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My team used feedback well to make iterations to the minigames throughout their development. I believe that all the changes made throughout were beneficial to the ending product.
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Team Cohesion
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Over the course of the project, the team became better at communicating and working together to solve problems.
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What went wrong?
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Indecisiveness
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Due to a lack of vision near the beginning of the project, the team was slow to get behind a theme that unified the team. This indecisiveness caused the minigames to develop slower than anticipated, which left less time for playtesting/iteration.
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Communication
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Many of the team's issues stemmed from a lack of communicating effectively amongst the team.
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Even Better If
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More Playtesting
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The team's small size left little room for QA testing outside of the design team. This lack of playtesting only allowed for major bugs and gameplay problems to be addressed.
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The more playtesting we had the better the games were.
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Better Communication
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As stated above, communication caused a lot of problems and had things been better communicated, the team would've been better off for it.
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Better Online Play
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The game was centered around the idea of couch co-op, but multiplayer servers and capabilities were not a priority early on and makes the game tougher to play online.
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More Depth
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There were many moments during playtesting where the team noticed a mechanic or experience that had real potential. If these interactions could be focused on and explored, I believe the game could be much more cohesive and interesting.
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