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Game Projects

Lost Annie
Role: Producer
 
Team Size: 5
 
Duration: 28 Weeks
 
Genre & Platform: 3D 3rd Person Action-Adventure Game for PC, developed using Unity.
 
Game Concept: Player plays as Annie, trapped in her dream world with her memories lost, possessing Animals and using them to clear obstacles and collect fragments that reveals Annie's memories and thus her story.
Contributions:
 
As a Producer - 
 
     • Used SCRUM Methodology to plan, schedule, manage and lead the production of an iterative product.
 
     • Organized team meetings and discussions with specific agendas in mind.
 
     • Formulated production materials (Scheduling Plans, Tasks List, Assets List, Bugs List, Game Design Document, 
      Playtest Surveys and Reports, Milestone Reports, Presentation Slides and Meeting/Discussions Documentations).
 
     • Facilitated communication of the team for idea generations, discussions, decision making
     and development of the game.
 
     • Managed the Team's motivations, concerns and conflicts, while having their welfares in mind.
 
As a Member of the Team -
 
     • Wore multiple hats to aid in the development of the game (Created a few 2D & 3D art assets, Coded some
     functionalities, Implemented visual effects, Integrated animations and gave major inputs to the Design of the game).
Lil Merc
Role: Producer & Lead Designer
 
Team Size: 4
 
Duration: 28 Weeks
 
Genre & Platform: 2D Top Down Hero Defence Game for PC, developed using Unity.
 
Game Concept: Player plays as a medieval spiritual guardian, tasked with the sacred duty of defending a goddess trapped in a Statue from hordes of enemies by hiring, deploying, managing and upgrading mercenaries.
Contributions:
 
As a Producer - 
 
     • Planned, scheduledmanaged and led the production of an iterative product.
 
     • Organized team meetings and discussions with specific agendas in mind.
 
     • Formulated production materials (Scheduling Plans, Tasks List, Assets List, Bugs List, Game Design Document, 
      Playtest Surveys and Reports, Milestone Reports, Presentation Slides and Meeting/Discussions Documentations).
 
     • Facilitated Communication of the team for ideas generations, discussions, decision making
     and development of the game.
 
     • Managed the Team's motivations, concerns and conflicts, while having their welfares in mind.
 
As a Lead Designer -
 
     • Designed all characters' (Mercenaries & Enemies) Name, Art direction, Type, Stats and Skills (using Excel 
     Data Sheets to formulate and balance the numbers).
 
     • Designed almost all the Levels, adjusting the spawn points of the waves, number of enemies to be
     spawned, utilise environmental elements to create progression and pacing within the game, playtested and
     iterated the Levels' Design.
 
     • Assisted in the UI Design of the Tavern menu
Contributions:
 
As a Lead Designer -
 
     • Designed gestures' mechanics and their upgrades.
 
     • Designed Fleas' Characteristics and their Stats.
 
     • Designed, and coded, almost all the Levels, adjusting the scheduling agency of mechanics made available to 
     the Player, manipulated the types of enemies and amount of spawns, playtested and iterated the Levels' Design.
 
     • Formulated most Documents (Document Templates, Game Design Document, Weekly Production Reports).
Pisica
Role: Lead Designer
 
Team Size: 3
 
Duration: 14 Weeks
 
Genre & Platform: 2D Tap Defence, Action game for Android Mobile Devices, developed using Adobe Flash.
 
Game Concept: Player plays as Pisica, a cat, defending itself against mutated fleas, killing them before they reach Pisica's brain by using gestures to perform attacks, upgradable with paw points.
F1 Pit Crew Trainer
Role: Assistant Producer
 
Team Size:8
 
Duration: On-Going.
 
Genre & Platform: - VR Multiplayer Interactive Game for HTC Vive, developed using Unity 3D.
 
Description: Serious Game for next-generation procedural training.
   - Learning in a Virtual Environment.
   - Configurable Training Procedure.
   - Motion Capture for Character Animation.
   - Collaborative Gameplay (with Non-Playable Character stand-ins).
   - Motion Capture to Unity.
   - Creating Custom Tools.
   - Instructor Station.
   - Multiplayer Architecture.
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