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Development Information

Assistant Team Lead/Artist

  • Led a small team of five in creating a game for Android tablets.

  •  Was vital in the creation of the majority of gameplay art and animation.

  • 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

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Game Trailer

Screenshots

Click to enlarge

Sprites

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Marketing Materials

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Post Mortem

What Went Well

  • Completion of our first game.

  • More content made it into the game than originally expected.

  • Communication as a team improved steadily throughout the duration of the project.

  • The team stayed true to original design.

  • Team output dramatically improved towards the end of the project.

  • Team overcame disappointment and milestone setbacks to deliver a solid product.

  • Team was able to connect professionally despite personal differences.

What Went Wrong

  • ​Too many late night builds.

  • Allowed rumors of not liking each other spread to other teams.

  • Uneven task distribution.

  • A team-wide fear of directly confronting issues leading to significant communication problems.

  • Poor team attitude and culture; difficult to work together.

  • Was often behind on milestones.

  • Team members had different priorities for the game; no unified vision.

What I Learned

  • Learned a lot about the value of teamwork and perseverance.

  • Team-wide buy-in to the idea is SUPER IMPORTANT.

  • Getting off on the wrong foot can set a negative tone for the rest of the development process; first impressions matter.

  • Morale and mood can change over time, both for the better and for the worse.

  • Team needs total participation from everyone for the game to be the best it can be.

  • First experience working professionally with a stakeholder and deadlines.

  • Teams are hard.

  • Asset locks help, but not are not always enough; smoke tests are much more important.

  • Everyone needs to have the same definition of quality.

  • Having a consistent pipeline is much more helpful than initially expected.

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