RumbleTV is a multiplayer first-person shooter with MOBA elements where players pick one of three types of convicts and fight for freedom on a prison planet for live entertainment. Players work together to overtake objectives and fight other teams of players, working to gain experience and use special abilities to defeat and explode the opposing team.
I acted as Technical Producer / PM on the team, where I collaborated with the Art, Design, Development, and Sound teams to work on composing the piece to meet the needs of the project and the class. In particular, I facilitated meetings between our artists, developers, and our external sound team, working on milestone objectives in our product backlog to meet our stakeholder's (professor's) expectations. |
Dischord is a simulated EP where the player fights waves of enemies in a
musical environment as tracks progress and music continues. You control
a special orb that you can use to shoot out towards enemies and retract
back to you.
I acted as Technical Producer / PM on the team, where I collaborated with the Art, Design, Development, and Sound teams to work on composing the piece to meet the needs of the project and the class. I upheld work sessions, project deliverables, milestone presntations, and collaborated with external stakeholders (professors). |
Ping is a 3D horror survival game where the player must escape from a relentless monster, using only a sonar suit to map out their environment. They are forced to explore and maneuver about an abandoned facility that has had signs of trauma and supernatural presence. You slowly unravel the secrets behind the monster and your own identity as you read leftover notes from those attempting to spare you from a horrible fate.
My role on the team was that of Producer, where I fully planned out our project milestones and deadlines, in addition to supporting artists, designers, programmers, and sound designers throughout the pre-production and production milestones. |
Temple of the Water God is a puzzle platformer in which the player is able to manipulate water to overcome challenges and escape the temple. Combining novel fluid dynamics and mechanics unheard of in a student game team at DigiPen, the game went on to win DigiPen's "Best Sophomore Game" and "Best Sophomore Technology" awards for the 2012-2013 school year.
My role on the team was that of Producer, in which I managed a group of three developers, three designers, two artists, and two sound designers. I also acted as test lead, running our game through playtesting sessions and conducting weekly reports. |
E.A.T: Escape Alien Terrestrials is a simple 2D platformer which focused on the collection of power ups and increasing the player's power (and absurdity) as each level grew. Combining a painterly and pixeled art style, the game strove to work within a very confined scope and create a fun and polished user experience, which granted us timely milestones, iterated features, and an ace in the class before our team disbanded.
My role on the team was primarily Producer and secondarily Lead Designer. Due to our small team size (myself, two developers, and two artists), my role was what the team needed of me. I emerged on this team from the start in a production role, and continued until our team eventually disbanded on a high note at the end of our semester. I worked to keep design within constraints, keeping constant updates and testing to progress our systems and levels until we reached our vertical slice. |