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DigiPen Year : Senior
Engine : Unity
Team Role: Producer

Team Turn-Base Mycelium:

4 Programmers

5 Game Designers

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Sunlit Night is a first person dungeon crawler balancing combat, narrative, and exploration. ​Play as Hyacinth navigating the depths of their home consumed and distorted by a cosmic being in a bid for survival. 

This was quite an interesting project. The main mechanics all had good references, with the gameplay heavily inspired by Etrian Odyssey and Persona Q

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The combat was altered to focus more on action commands rather than traditional RPG-style combat.

We aimed to give more significance to exploration and included simple puzzles to enhance its purpose.

Narrative played a crucial role in designing the gameplay and art, although we didn't have enough time to add interspersed dialogue throughout the game.

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This project never got out of prototype and everything is still a little rough around the edges. The ground work is fully built and all that is left is polish, polish and polish. However the development time is done and this project won't see a better state.

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Etrian Odyssey    

About

Responsibilities

Producer

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As a producer with only a design lead to help out management, I had a lot on my plate.

My responsibilities were:

  • Compile, backlog, assign, and review tasks

  • Lead group meetings

  • Create and enforce the coding style guide

  • Maintained the Git tree and Main branch

  • Keep scope in check

  • Create and test the weekly builds

  • Report, catalog, and assign found bugs

  • Communicate

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During my time as a producer I jumped around to different task tracking tools to find what best worked for my team. We went from Trello, to Jira, to Google Docs, and then back to Trello. I found that it really wasn't the tool that needed changing, but the process.

Programming

Producing is the most time-consuming task, and because of that, I didn't have much time to work on programming as I wanted.

With the time I did have, I:

  • Created a tool for drawing enemy paths

  • Maintained dungeon enemies

  • Developed distortion zones and their creation tool

  • Managed player movement

  • Oversaw level objects such as doors, keys, pressure plates, and blocks

  • Implemented the controller/keyboard input system

  • Polished several miscellaneous elements

  • Resolved hellish merge conflicts

  • Fixed numerous bugs

  • Wrote tool documentation

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