Repairing the Kingdom
Developed in Unity
Role: Producer
Project Duration: 3 Months
Team Size: 10 (1 Producer, 3 Game Designers, 1 Audio Designer, 2 Artists, 3 Programmers)
Platform: Windows PC
Project Duration: 3 Months
Team Size: 10 (1 Producer, 3 Game Designers, 1 Audio Designer, 2 Artists, 3 Programmers)
Platform: Windows PC
Summary
Repairing the Kingdom is a puzzle game with RPG elements. In the peaceful monster kingdom of Kaamalot, the human hero suddenly attacks the town and leaves it in destruction. As the only craftsman in the town, Kilg is tasked to rebuild his town, while investigating the reason behind the hero’s attack.
The player explores the wild to forage materials to craft items and rebuild houses and other structures by using construction magic to combine items.
The player explores the wild to forage materials to craft items and rebuild houses and other structures by using construction magic to combine items.
Responsibilities
- Spearheaded a team size of 10 to create a third-person, puzzle-crafting PC game in Unity
- Lead daily check-ins, weekly planning meetings, and playtesting sessions with the team to mitigate over 12 development risks; reducing a 10% delay in re-scoping the project schedule to finish production within the 3-month deadline
- Restructured team workflows by introducing Trello as the central task tracking system; improved task visibility and collaboration, leading to a 25% reduction in task duplication for on-time project delivery
Challenges faced as the Producer
The challenge I faced on this project was managing communication and productivity conflicts among the team while designing a unique mechanic for a 12-week project. Having a diverse team that brought in different perspectives created challenges due to the language barrier, which affected the scope and a delay in the development of 1 week.
Collaborating with the designers, I addressed the issue and we focused on having a cohesive design plan for structuring the game's content around a smaller-scoped gameplay experience. Emphasizing the puzzle through crafting, this shift helped balance the gameplay design and put the project on track to meeting milestone deadlines and deliverables.
Another challenge was a lack of productivity with a team member. We had frequent meetings to identify and understand underlying conflicts at play. After further consultations, we reevaluated workflows among the team and customized task progression around weekly tasks instead of daily for their individual workflow to improve the efficiency of completed tasks in line with the team's weekly progress.
Collaborating with the designers, I addressed the issue and we focused on having a cohesive design plan for structuring the game's content around a smaller-scoped gameplay experience. Emphasizing the puzzle through crafting, this shift helped balance the gameplay design and put the project on track to meeting milestone deadlines and deliverables.
Another challenge was a lack of productivity with a team member. We had frequent meetings to identify and understand underlying conflicts at play. After further consultations, we reevaluated workflows among the team and customized task progression around weekly tasks instead of daily for their individual workflow to improve the efficiency of completed tasks in line with the team's weekly progress.