This was our third game project at Futuregames. Nobody in the group had any experience of facilitating an ideation session so I took on the task.
I facilitated the group through an ideation session to create a game concept by using the ideation tools of 'Yes, And!' and 'Double Diamond'.
I set up the categories of Gameplay, Artstyle, Setting, Features and Miscellaneus, which we used to place "fragments" of ideas on.
We created several basic concepts by using fragments and voted on the ideas we wanted to move forward with.
Due to some absence, we paused ideation until the following day where I reintroduced the missing members into the process.
To align the group due to disagreements, I was able to strike a comprimise: three ideas that received the most votes were to be prototyped to test the viability of the idea.
Because of unforseen circumstances, I was mostly the sole programmer of the group. I started coding in C++ to develop my skills but, due to persistent build issues across the team’s systems, I switched to Blueprint scripting to ensure smoother development. Because of this, I ended up doing more blueprint scripting than C++ and as a result, the only C++ code I made was for level management and one for a closing door, which did not make the final cut.
Some of the features that I created or worked on:
Save System - Save player name, medals acquired and best time.
Medal System - Award player with medals depending on the time they finished at. Created with designers in mind so they can adjust time requirements.
Implemented Leaderboards - Adapted Epicleaderboard to fit in my infrastructure.
VFX & SFX implementation.
Destructable Wall.
UI (Scripting & Design) - Created the menus, the level select, assisted with the level timer on the player HUD and the "restart level" function and animation.
Despite being the sole programmer, I also mantled on leadership roles to keep the project on track: I took over as Product Owner and Scrum Master midway through the project for about a week, as several people from the group were missing. Some of the things I did as a Product Owner and Scrum Master:
I started out every morning with standups, to check on everyone how they were feeling and how they were progressing with their tasks.
I coordinated tasks via Miro and Discord to ensure smooth communication and project flow.
During our Alpha Milestone, I presented and displayed the alpha version of the game to a jury of industry guests, who were there to give us feedback on the project.
Some of the challenges I encountered during this time:
Managing time: I had to carefully prioritize certain things as there was just too much to do in such a short time, with both my time and for the project.
Seeing the big picture: Going from focusing my own tasks to managing the entire project was a huge undertaking, one which I could not prepare enough for. I used the morning standups to get caught up with the holistic view to map everything out.
Internal disagreements: There were minor disagreements between members of the team that reared itself, which I had to deal with in a professional manner.
Midway through development we still lacked lacked a direction of the level structure. This meant that designers had to change the values of the player constantly as each level required different values of movement. In an attempt to help the level designer, I stepped in to help with the levels.
I created a prototype level, which ended up becoming the main blueprint of all levels, which instead of punishing the player for the wrong choices, it instead motivated them to use the available tools to finish the level as fast as possible.
I made the initial onboarding level for the Alpha and Beta builds.
Created several finished levels, two of them ended up in the final version - Groovy Gauntlet and Rhythm Road.
First two levels are my creation. The third is the level that was built upon my initial design.
We decided early on that we wanted some kind of narrative to the game. Since I have some experience in editing, I ended up making several cinematics for the game.
Game Introduction.
Tutorial Introduction.
Ending Cinematic.
Game Trailer for the school deliverable.
Game Trailer for our Steam page.
For the Introduction Cinematic, I made the text for the newspapers. There was also several narrative-related beats that I worked on in the levels to help craft a narrative, such as small details in item layouts, the order of the levels and the level names.
Game Intro Cinematic
Starting the game in Story Mode starts this cinematic, which leads into the tutorial levels
Ending and Credits Cinematic