Creative Visionary, Producer, Design Lead, Gameplay Engineer, Level Designer, Build Engineer
For this project, which was the apex of my academic adventure, we worked to develop a game from a pitch that I submitted prior to the Capstone courses. While there wasn't a ton of information early on, the game had to be created using 3D assets and utilize a mobile platform for either the provided Samsung Galaxy Tab S2 or iPad Mini 2. The game did not originally have a name, going by 'Untitled' in the game pitch, but shortly into development became known as Soulstone.
While I manned multiple positions throughout the year of development, the largest portion of my time was spent in the Producer, Designer and Engineer roles. As a producer, I worked to ensure everyone had what they needed to complete their tasks on time and issues were resolved as swiftly as possible when they arose. When not performing producer tasks I worked with Logan Swenson and Shimu Wang on the design side to implement the game systems needed for effective play and features that we strived to implement like Procedural Generation. Finally, while not performing each of those roles, I worked through the technical hurdles of asset integration and building the game out to Windows, Android and iOS.
Overall, this project taught me much about the development cycle and more so how to manage the technical hurdles that come along with building the game out at the end. While we were not able to publish the game as intended, I still consider it a successful learning experience from beginning to end.
If you would like to play the game, you can follow the Itch.io link below to download a version of the game.
This project was built for 2048 x 1536 resolution. For the best experience on Android, please use a tablet or phone with this resolution. Alternatively you can use the Windows build.