Development Information
Assistant Team Lead/Artist
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Led a small team of five in creating a game for Android tablets.
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Was vital in the creation of the majority of gameplay art and animation.
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Created key branding materials such as the poster, DVD cover, and the final trailer.
Escape Velocity
Escape Velocity was a 2D vertical platformer developed for Android tablets. This game was developed as part of the Team Game Production 1 class. This was the first major group project for this team in Cohort 26, and was their first time designing a tablet game.
Assistant Lead/Artist: David Rosario III
Artist: Sean Hadeler
Programmer: Tianyi Zhao
Level Designer: Frederick “FJ” Haven
Asst. Game Designer/Level Design: Santiago Moreno
Game Trailer
Screenshots
Click to enlarge
Sprites
Marketing Materials
Post Mortem
What Went Well
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Completion of our first game.
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More content made it into the game than originally expected.
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Communication as a team improved steadily throughout the duration of the project.
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The team stayed true to original design.
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Team output dramatically improved towards the end of the project.
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Team overcame disappointment and milestone setbacks to deliver a solid product.
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Team was able to connect professionally despite personal differences.
What Went Wrong
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Too many late night builds.
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Allowed rumors of not liking each other spread to other teams.
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Uneven task distribution.
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A team-wide fear of directly confronting issues leading to significant communication problems.
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Poor team attitude and culture; difficult to work together.
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Was often behind on milestones.
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Team members had different priorities for the game; no unified vision.
What I Learned
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Learned a lot about the value of teamwork and perseverance.
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Team-wide buy-in to the idea is SUPER IMPORTANT.
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Getting off on the wrong foot can set a negative tone for the rest of the development process; first impressions matter.
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Morale and mood can change over time, both for the better and for the worse.
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Team needs total participation from everyone for the game to be the best it can be.
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First experience working professionally with a stakeholder and deadlines.
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Teams are hard.
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Asset locks help, but not are not always enough; smoke tests are much more important.
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Everyone needs to have the same definition of quality.
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Having a consistent pipeline is much more helpful than initially expected.