When in Rome

with a gun

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

Jake Price - Lead Programmer

Hy Lam - Programming

Alec Seppelt - Designer

Vivienne Mabus - Designer

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.