ROG Game is a custom-designed game created for ASUS, featured in their official show act on the AMD stage at Gamescom 2024. In this game, the player or influencer controls a ROG logo, maneuvering through three lanes to avoid incoming AMD logos. The twist? The player is blindfolded and relies entirely on the crowd’s shouted instructions to dodge the obstacles. With increasing difficulty, it challenges players‘ reflexes and teamwork, making it an exciting and interactive highlight of the event.
Team Size 1
Project Duration around 4 Weeks
(mostly besides work in my free time & on weekends)
Conceptualized and designed the game after its requested Reference.
Developed game mechanics and controls.
Balanced difficulty and adjusted game speed.
Designed and implemented dynamic level progression
Created and integrated multiple difficulty levels.
Conducted feedback tests and made adjustments based on player feedback.
Secondary Role: 2D Graphic Designer
Created background graphics and UI elements.
Selected and customized fonts for the game.
Designed the visual elements of the game’s interface.
Integrated and replaced Placeholders Assets with the requested Assets from Asus.
Secondary Role: Audio Designer
Curated and integrated menu and game-over sound effects.
Selected background music for the main menu and gameplay.
Designed and implemented audio feedback for in-game events like button presses and scene changes.
Dive into Crowd Diver, an asymmetrical social detective stealth multiplayer game where you can immerse yourself in the role of the Seeker, tasked with protecting the city from impending evil. Alternatively, you can become the Monster, seeking to wreak destruction and eliminate targets disguised.
Onboard the team on using Trello and manage the backlog.
Doing Daily Standup Meetings and Weekly Sprint Meetings as a foundation to structure our weekly plannings.
Tracking velocity, priority and progress by providing the right PowerUps for the Team Members in Trello.
Setting Deadlines and Key deliverables and tracking progression on those.
Managing scope and decision-making on cutting content.
Spearheading the Agile Process, Sprint Retrospectives and Plannings.
Secondary Role: Game Designer
Collaborate with game designers by guide them with bringing in my creativity and by providing them with very useful References
Collaborate with artists to guide them on visualizing the environment
Secondary Role: Audio Designer
Helping out the main Audio Designer by providing missing Sounds & Music.
Finding audio for the ambient music & SFX.
Enter the battleground of Time’s Roulette, an adrenaline-fueled first-person online multiplayer arena-shooter that thrusts you into the metallic boots of powerful cyborgs.
This project has taught me a lot of valuable lessons regarding wrapping up a full production cycle.
Onboard the team on using Trello and manage the backlog.
Monitoring and managing project risks
In collaboration with leads set deadlines and key deliverables and monitor velocity towards these.
Teaching the team Trello and using it for our project management.
Managing project scope and feasibililty adjusting it where needed.
Doing 1-on-1’s with the entire team multiple times throughout the project.
Host Sprint Plannings and Retrospectives to fit with our agile approach.
Infested is a 3D Jump and Run Sidescroller with Action Elements. The Game is about jumping on platforms and attacking enemies in Arenas by using Skills/Abilities.
In each level, you have to beat a specific number of enemies to get to the end of the level. By attacking an Enemy directly, the Player stuns them, can absorb them and can collect its Essence. Essence is similar to Skill & Experience Points and can be used to upgrade the Player’s Abilities. Our Game World is located in a mystical forest. The enemies were mutated by an evil crystal that changed their biology.
This Project told me a valuable Lesson that I am not able to do everything in a Project and need to share some of the work with my fellow Game Designers.
Creating a team structure and appointing Leads to clarify responsibilities and spread the management workload.
Planning the Project with a roadmap and a scope overview.
Onboarding the team to use ASANA effectively as a tool to manage, plan, allocate our work in and manage the backlog
Perform Vision holder duties such as creating documents that supported alignment
Facilitate the Art department with an asset list so that we can prioritize work and avoid dependencies.
Secondary Roles: Level Designer & Game Designer
Creating Sketches of each Level in combination Level Marks.
Making the tutorial experience and environment.
Design the gameplay experience and game loop, both core and additional.
Collaborating with artists to steer onboarding asset creation.
Iteratively design the sandbox environment of the Tutorial Level and the second Level.
Skills
Leadership & Ambition
As I personally strive to improve a little bit every day I also try to apply this consistent improvement to the teams I am part of. Being a firm believer in facilitating and supporting the team to grow and improve throughout the course of a project, be it through 1-on-1 sessions with team members or retrospectives and postmortems. This allows for a reflective process that results in individual growth which in turn benefits the team as a whole.
Creativity
As much as I am a producer I am also a game designer and understand the creative aspects of making games. I try to bring that creativity into the role of producer by not only being bound to a toolset or proven method but if the situation asks for it coming up with a creative and hand-tailored solution to a challenge within a project. It is exactly this reason why I strive to keep learning more and more, this way I can create a good balance between applying proven knowledge or a more personal touch.
Production Skills
Risk Identification and Management
ASANA
TRELLO
JIRA
Agile Methodologies
Kanban
Waterfall & Burndown
Tracking progress
Sprint Planning & Retrospectives
Scope Breakdowns
Setting Deadlines and Milestones
Tracking Project and Individual Velocity
Creating and Performing Presentations
Monitoring Project Scope
Design Skills
Level Design from Sketches to Final with extensive documentation supporting design decisions