A platforming game that offers a reimagined perspective on the challenges of navigating 3D-space. It transforms traditional platforming mechanics by altering the gravitational force of the player's direction in a surrealist game world.
In this interactive experience, which embraces a visual style reminiscent of the mid 90’s encyclopedia software, you take control of a separated eye on its quest to reunite itself with its eye-socket, and liberate itself from the inhospitable and distorted landscapes of the virtual.
This was a 4 week team project. I learned a lot from being a project manager in the previous group project and started planning out these 4 weeks right away. In this project we faced the challange of not having any artists or QA on the team and it was less than 4 weeks before it had to be presented before a Jury, so I knew that it was important not to overscope and the importance of having good communication in the team.
I started off the project with team building and some open discussion, so that everyone would be on the same page and know what they could start working on. Then I talked about the weekly milestones and set up sprints and tasks in Jira. I held the daily stand ups, set up Miro and checked if people had any blockers.
After working as the project manager in GP3 (Group Project 3) I knew that there were some things I wanted to do differently, to become a better project manager and to get a better workflow in the team. One of the things I did was to reach out to team members, who were struggling, to talk with them one-on-one.
I also added a review role to better keep track of what had been implemented and if it's functioning/feeling/looking the way we want it in the game. When someone was "Done" with their task they would place it in the "To Review" column in Jira, and I would check if it had been implemeted - to make sure it was working as intended, and I would talk to the PO to make sure it was in accordance with his vision.
My core values I want to achieve when working together in a group is:
Designing a level for this game I wanted to make sure it was fun and challenging. I wanted to get the players to explore the level by adding many "secrets".
The biggest challenge when designing this level was that the player could change their gravity at almost any time and everything could be used as a platform. So the bottom or the sides of the level could be where some players would go. I wanted to show the player where they were supposed to go so they would not be confused. I added secret collectibles to reward the player for exploring.
Super Enucleation 3D PLUS @ itch.io