I See You
Developed in Unity
Role: Producer and Game Designer
Project Duration: 4 Months
Team Size: 6 (1 Producer, 3 Game Designers, 1 Artist, 1 Programmer)
Platform: Windows PC
Password to Download the Game: Coll
Project Duration: 4 Months
Team Size: 6 (1 Producer, 3 Game Designers, 1 Artist, 1 Programmer)
Platform: Windows PC
Password to Download the Game: Coll
Summary
I See You is a PC multiplayer FPS Stealth game where the player takes on the role of Sam, a young child kidnapped by an evil entity named Sombra. Trapped in Sombra's game of hide and seek, players are both the hider and seeker using their death stare and power-ups scattered around the level, to score more points than their opponent and win against the evil entity's nefarious game.
Responsibilities
- Operated with a team of 6 to set priorities and delegate tasks for meticulously managing the project schedule
- Managed the asset and development plan for establishing priority tasks to meet deliverables within the project scope
- Executed weekly team meetings and play-testing sessions to strengthen team accountability and creative direction while documenting team progress about milestone
- Articulated UI Conception for Menus and user information to assist implementation of in-engine features
- Assisting with 3D modeling environmental assets, iteratively play-testing, and balancing mechanics with game designers
Challenges faced as Producer
At first, I joined the team to take on the production tasks of the team while also learning to develop a networking game in Unity. However, this was the team's first time working on a multiplayer game and most of us had little prior experience which caused a delay in development by 1 week. I took the initiative to help with the gameplay, modeling 3D environmental assets, and User Interface design tasks while also conducting more team meetings to rescope the mechanics and content.
Furthermore, I assisted the other designers in addressing a critical issue for our stare mechanic found while playtesting to provide players with smoother gameplay and generate more player urgency when seeking each other. Overall, working on this project was a rewarding experience that encouraged me to identify risks, schedule deliverables more accurately, prioritize a polished gameplay experience, and delegate work more effectively.
Furthermore, I assisted the other designers in addressing a critical issue for our stare mechanic found while playtesting to provide players with smoother gameplay and generate more player urgency when seeking each other. Overall, working on this project was a rewarding experience that encouraged me to identify risks, schedule deliverables more accurately, prioritize a polished gameplay experience, and delegate work more effectively.