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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

  • Responsible for all gameplay mechanics and functionality from prototyping to final polish.

  • Planned, assigned, and scheduled tasks for myself and team throughout the project.

  • Maintained documentation from creation to launch.

  • Analyzing feedback and iterating on existing mechanics to better facilitate the intended experience.

  • Collaborated cross discipline with other team leads to solve problems, plan tasks, and communicate effectively.

Screenshots

Trailer

Post Mortem

  • What went well?

  • Shippable Quality Game

    • 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.

  • Fun Gameplay

    • 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.

  • Team Cohesion

    • Over the course of the project, the team became better at communicating and working together to solve problems.

  • What went wrong?

  • Indecisiveness

    • 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.

  • Communication

    • Many of the team's issues stemmed from a lack of communicating effectively amongst the team.

  • Even Better If

  • More Playtesting

    • 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. 

    • The more playtesting we had the better the games were.

  • Better Communication

    • As stated above, communication caused a lot of problems and had things been better communicated, the team would've been better off for it.

  • Better Online Play

    • 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.

  • More Depth

    • 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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