HONEY HUSTLE
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Role: Design Lead & System / Level Design
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Genre: Top-Down Arcade Action
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Engine: Unity / Custom Engine
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Developer: Cosmic Pineapple
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Client: DigiPen Institute of Technology
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Total Dev Time: 2019; 4 months
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Download: Windows
Play as a bee on a mission to collect nectar for their hive before winter. Use the power of jazz to smash your enemies in this action packed arcade styled game. Our team was composed of 2 designers and 6 programmers. I worked in Unity for a majority of development before moving into a custom engine made by our programmers where I had to do a total redesign to make sure the whole team passed the semester and shipped on time. The video below is the game before the inclusion of art assets.
TASKS / RESPONSIBILITIES
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Authoring GDDs, priority lists, asset lists, weekly report logs, and pitches.
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Leading the team in keeping the overall vision coherent and on track.
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Managing scope and scale of project from a content stand point.
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Content design of enemy waves; timing, quantity, and variety.
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Design of arena size and composition.
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Designing mechanics and enemies.
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Designing and implementing mechanic feedback through particles.
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Coding basic prototypes of main mechanics; object properties, dynamic enemy spawn system, dynamic camera, player health.
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System balancing; enemy and object health, enemy spawn rates and quantities.
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Redesigning the game's systems and level for implementation within our custom engine.
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Orchestrating and documenting player testing in regards to mechanics, level design, and the overall game experience.