Design Lead
PC
Unreal Engine 5
20+
8 Weeks
Managed a team of talented designers and allocated tasks based on their strengths, allowing them take ownership of various elements of the game and assisting when needed.
Used GitHub tasks to create and manage the tasks for the team based on goals set in weekly sprint meetings.
Held constant team meetings with both the design team and the other team leads, as well as with the creative director to ensure their vision was being realised.
Organised multiple after work gaming sessions, of Crabsticks, to bond as a team and also act as a fun way to keep morale high and bring up further game ideas from the whole team.
Worked with other tech designers and Tech team to create a modular manager system that could be reused and adjusted using exposed variables. This helped designers in rapidly creating minigame prototypes with various reusable and adaptable features, such as time limit, lives, first to score x, etc.
Used a Level instance approach to maintain modularity within the level design and environment art fields. By using a manager to randomly select map variations within a level, which already uses a level instance to bring the core environment in, this meant that artists, level designers, and the tech team could all work on levels at the same time without creating conflicts.
Created modular UI that could be reused on all modes by linking to the game manager.
Tweaked various elements within the dynamic game elements to add further polish to the game feel.
Implemented all animations into the engine, setting up an Animation Blueprint which includes squash and stretch on the eyes and player locomotion on ground and in air.
Worked with concept art team to develop and refine a UI style that was readable during chaotic gameplay whilst remaining loyal to the games charm.
Designed the wireframes for all the UI elements in the game, then working closely with concept art to flesh out those ideas.
Set up foundational logic for the in game UI to function and adapt in a modular way depending on player count and team allocations.
Worked closely with the tech team to overcome various hurdles and fix multiple bugs that stemmed from using the Common UI plug in for Unreal Engine.
Iterated upon in game UI controls visibility to find the optimal way to onboard players in a group without slowing down fast paced gameplay.
Set up logic for the end game screen where the player in last is flown off the screen by a seagull, and the UI reflects the scores with dynamic sizing.
Further developed my skills in leading people, allowing the team to play to their strengths and stepping in to help where the team needs it.
Staying on top of tasks demands constant planning and awareness of where everyone is at, meaning constant communications and quick meetings to touch base are incredibly vital to a project with such short sprints.
Being realistic about the demand of work as a lead and setting priorities, delegating tasks where needed to ensure the project comes first.
Team dynamics are just as vital as the skillset of the team, especially on a project of this small size. If the team all get along and encourage each other and help out wherever they can, the teams morale will be much higher and progress will be speak for itself.
Clear documentation and clarity are vital when asking something from the team. Ensuring there is always an accessible Game Design Document for all team members to look to when needing further information is critical to avoiding a misalignment of concepts.
Frustration and burnout is common, but learning how to manage that feeling, being open with those around you and leaning on teammates when needed will ensure that these feelings fuel the work instead of setting the project back, which is key to pushing the project over the finish line.