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Braveheart: Primae Noctis - Team Sneaky Sneaky

Development Time: 16 weeks

Team Size: 17 people

Position Held: Associate Producer

Visit the Official site for Primae Noctis

 

Description: Primae Noctis is a third person action/stealth hybrid creadted over the course of 16 weeks as a total conversion mod for Unreal Tournament 3.

As the Associate Producer for the game, my main responsibilities included leading the team, managing the scope and scheduling for the game, conducting scrum, managing the product backlog, tracking tasks, and keeping the Asset and Development Plan and Asset Database up to date. In addition to this work, I handled the creation, editing and import of the game's dialog, and worked with the Game Designer and Level Designers to select music for each individual level.

Amateur Death Race - Team 86%

Development Time: 8 weeks

Positions Held: Lead Level Designer then Associate Producer

 

Description: Amateur Death Race is a Mario-Kart style racer set in a silly, slightly futuristic world. Players control a magnetic vehicle and race against other players in order to cross the finish line first. Players must avoid metallic junk scattered along the track, or their increased weight will slow them down. However, being heavier has it's advantages. Heavier players are harder to push around.

My responsibilities included implementing the first third of the track, which included pick-ups, props, junk, level entities. I was also responsible for maintaining the LDD, giving presentations, and scripting items in the game world, such as exploding barrels.

Download Documentation ( PDF, .doc )

ROM's Hard Drive to Silicon Valley: Team Tank Treads

Development Time: 8 Weeks

Position Held: Associate Producer/Level Designer

 

Description: ROM's Hard Drive to Silicon Valley is a wacky 2D platformer built in Torque X. Players use multiple forms and powers in order to navigate the environment. The game consists of three levels each with a boss battle at the end.

My responsibilities included creating and maintaining the Asset and Development Plan and the Game Design Document, Preparing a Statement of Work, managing and directing the team, and running SCRUM. I was also responsible for laying out the initial collision of levels one and three and participating in the balancing and design of the game.

Download Game Design Document ( PDF , .doc )

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