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I Don't Even Like Sand Witches!

WitchesTitle.png

Role: Game Designer, UI Programming

Engine: Unreal Engine 5

Team Size: 10

Development Time: 14 days

Platforms: PC

With heavy machinery and magic, defend your lunch against pesky seagulls who want to take it from you.

Made in 14 days for the Comfy Summer Jam

Responsibilities

Game Designer:

  • Drafted entire Game Design Document, setting guidelines for turret stats and gameplay.

  • Implemented design and setup blueprints for all UI.

  • Assisted in VFX setup, character animations, and camera setup. 

Main_Willow.png

Gallery

Postmortem

What Went Well

  • Our programmer for the project already had basic parts for a 3D tower defense game prepared prior to the jam, this made implementation and adjustments quick and efficient.

  • Keeping the map small and simple both fit the theme and made level design minimal.

  • Overall graphical fidelity was top notch.

  • With only one 2D artist and one 3D artist, we opted for a pixel-style character billboarded to the camera with the rest of the models in 3D.

What Went Wrong

  • There was some confusion and back and forth on how to implement the camera for the game, mostly coming down to having everyone on the same page.

  • We did not account enough time to do proper balancing, this also meant having to cut additional game content as we couldn't balance a turret maintenance system.

What I Learned

  • ​Having a library of assets and code to pull from allows for much more ambitious projects in shorter amounts of time. Even with them though, the man-cost is still something to be considered.

  • I got to refresh myself on blueprint scripting, especially for the less desirable tasks like necessary UI design.

Jordan Rauch

Game Designer & System Designer

  • LinkedIn
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