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brandan chen
Bossketball - Yes and Studios
Contributions
Collaborated with art and programming to define major milestones
Created and triaged tasks in Trello
Ran standups and coordinated sprint planning meetings
Curated, produced, and implemented all sound and music for the game
Curated and implemented all VFX for the game using Unity's Particle System
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Project Duration: 2 weeks
Roles: Production, Sound Design, VFX Design
Final Slides: https://docs.google.com/presentation/d/1TxLJTlBAlpHDUoTB868b4luafd5ul3mlPn-w2s0pLmQ/edit?usp=sharing
Bossketball was the first full game developed by Yes and Studios, a five-student team for my school’s Game Design, Prototyping, and Production course. Our task was to make a game that redesigns/repurposes the core mechanics of Basketball. The game is a 2D bullet-hell boss fight. The player attacks by shooting a basketball at hoop targets on Setaphim, the Angel threatening to destroy your home planet.
As with all games with Yes and Studios, I worked closley with my team to develop the project roadmap, Game Design Documentation, and triaged tasks in Trello. Although Bossketball takes a 2D perspective, it uses 3D models. Our artist wanted to get more practice with Blender and rigging, and I was able to practice producing and tasking for the 3D Art pipeline.
As both a designer and producer, I learned the importance of "Juicing Up" your game. Without the proper audio and visual feedback, the player wil never feel properly immersed in the experience. Using Unity's particle system, I implemented particle explosion effects from Unity's free asset store into the gameplay.
Now, on the production side, I am better able to grasp the small visual and auditory details, and can schedule tasking accordingly. Additionally, I frequently add "Game Feel" passes whenever we iterate, as well as a "Juice Up" phase where needed, always trying to provide the best possible experience for the player every time.
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