A puzzle horror game made at FutureGames. Escape the cathedral before your souls gets lost in limbo.
Your goal is to solve puzzles to open three locks on a big gate. But remember to value your time.
Genre: Puzzle Horror
Engine & Tools: Unreal Engine, Blueprints
Development: Five weeks
Team: Three Game Designers, three 3D-artists, three programmers
During this project me and another designer were creating puzzles and making sure that the player experience would be enjoyable.
Our goal was to make sure that the gameplay it self would be as interesting and engaging as possible.
While creating the puzzles we had to make sure that they wouldn't take to long to beat. A part of this project was to keep the game around 10 minutes long, this made it very difficult to make a perfect puzzle for everyone, which became the biggest obstacle.
Although we didn't manage to keep it under ten minutes and make the "perfect puzzles", we at least figured out what our mistake were to learn from it.
The problem we made for ourselves was that we had four puzzles, and because everyone is different we realized that players were all better at different kinds of puzzles, making it difficult to keep it under ten minutes.
But in the end the game was still enjoyable and everyone playing it still had a good time, which was our goal from the start.
I wanted to go outside my comfort zone a little so I took the role as the project manager for this project.
As a project manager I made sure to document everything in our Miro and keep track of what everyone was doing so that no one was left emptyhanded.
By my side I had a CO project manager, and if it wasn't for his help and teaching, then the managing wouldn't have gone as well as it did.
He became a good role model for me to follow and mold myself after. By the end of the project I became a lot better at managing everything, and felt a lot more comfortable with the role itself.
My tasks as a leader
As the project manager, my role was following up on the prioritization of features, and managing scope. Most importantly, I learned how to re-prioritize and sharpen my prioritization skills in general, which enabled us to tryout different game ideas.
What I learned
This is my second big project and I wanted to make sure to learn from it, and I defiantly did.
Managing a Project
I was taught a big range of things like how to manage a project, how it feels to work with programmers, how to re-prioritize things, the importance of time managing, manage a project and the team working with it, and much more.
See the bigger picture
This has so far been the most educational project I've worked on and been a great insight on how much there is for me to learn, which has only made my passion for design greater.