Genre
Third-person isometric bullet hell
Project Type
AIE / Group Project
Software Used
- Unity
- Visual Studio
- Sourcetree
- Photoshop
- Microsoft Powerpoint
- Microsoft Word
- Microsoft Excel
- Audacity
- Trello
Primary Roles
Producer & Designer
My Contributions
- Managing task tracking
- Running daily standups
- Greyboxing
- UI design and implementation
- Sound design and implementation
- QA
- Other design work
Team Members
Aiden Hall - Lead Artist, Rigging, Texturing, Environment & VFX
Mello Huxtable - Animation, Character Modelling, Texturing
Riley Clarke - Lighting, Texturing, Environment, Misc. Art
Sara MacLaine - Animation, Character Modelling, Texturing, Misc. Art
When In Rome: With a Gun was a project created as part of a 6 week production with a multidisciplinary team of 9 (3 designers, 2 programmers and 4 artists.)
When In Rome: With a Gun is a third-person, isometric, twin-stick shooter, dungeon crawler. In a time-travel accident, gun-obsessed protagonist Erah's gun collection has been scattered across the time stream. To fix his mistake, Erah must time travel through mythological creature-infested dungeons to retrieve his lost weapons.
For this project I held the role of Producer, which meant I was responsible for ensuring we ran on schedule and that my team members were having no issues completing their tasks. Alongside general design work, I ran standup meetings, communicated with the lead artist and programmer about how those aspects of the game were progressing and managed our task tracking software.