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NOX - Yes and Studios

Contributions

  • Collaborated with art and programming to define major milestones

  • Used agile methodologies to allow for iterative world and puzzle creation

  • Created and triaged tasks in Trello

  • Ran standups and coordinated sprint planning meetings

  • Curated, produced, and implemented all sound and music for the game

 

Project Duration: 4 weeks

Roles: Production, Sound Design, Level Design

Final Slides: https://docs.google.com/presentation/d/1PXGZXmELkXto3pD22_Qf3N5XCVIGjtEDwPqYDDZ4cdk/edit?usp=sharing


NOX is a 2D catformer developed Yes and Studios, a five-student team for my school’s Game Design, Prototyping, and Production course. Our task was to develop a platformer with 3 levels, 2 puzzles, and 1 boss fight.



I collaborated closely with my team members to develop the project roadmap and adapted our work schedules accordingly to ensure we would hit goals for specific milestones and deadlines. I also established a biweekly meeting cadence with frequent stand-ups and progress checks, using Discord as our main method of communication.


One of my main priorities was making our members comfortable with each other and encouraging them to be more expressive. I made sure to find the balance between pushing everyone to collaborate and just staying quiet and helping to facilitate in the background.


As with all projects, I worked closely with the team to develop Game Design Documentation. As I also have experience with scripting, I developed Technical Documentation with my programmers and filled in for Unity programming help where needed. Furthermore, with our combined technical experience, we were able to quickly break down features into assignable tasks. The class also required each team to present their progress at each milestone, so my work also involved creating presentations to showcase our project’s progress to the rest of the class.


Game Design Document


Working with the artists was especially important in this project, as we were going for custom art assets based on the level design. I worked closely with them to define creative direction and ensured tasking was set up to allow for iteration and asset reusability. Furthermore, I applied the level design production process from my time at Activision working on Call of Duty.


As we had two Unity designers and two artists, I decided to pair them up! First, level designers would use raw Unity shapes to block out their levels and puzzle designs. At the same time, the artists would work on concepts for the level assets and environment. Level designers and artists then have a meeting to discuss the first iteration of the level, its puzzles, and how the shapes can be matched to the environment the artist had chosen. Then, designers would iterate on the level a final time, and then have the final handoff meeting, where artists can focus on filling in the level with their art!


Level Design Process


Trello


Finally, I also curated and edited all the sound effects using FL Studio, and produced the music in LogicProX. Furthermore, I implemented all sounds and their respective modifications in the game and constantly revised based on feedback and game feel.

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