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Event Project: Make a Game or “DIY” Trying Game Jam - 2013
Game Project: Happy Animal Kingdom - 2013
Game Project: Tactical Magic - 2013
Marketing Project: Folio Instrument’s Social Media Revamp - 2014
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Event Project: Make a
Game or “DIY” Trying
Game Jam - 2013
Project Sponsor for this event was Dr. Neil Randall, director of the University of Waterloo’s Game Institute think tank.
Project head was Ryan Clement, a PhD candidate.
Scope was to create a public event that would bring amateur game enthusiasts together with several prominent local industry leaders.
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Event Project: Make a
Game or “DIY” Trying
Game Jam - 2013
Was part of the core planning
committee of 5 that oversaw
the initiation, planning and
design, and stakeholder
management aspect of this
event.
Was held at the Kitchener
Town Hall to approximately 40
participants, with 6 academic
and industry representatives
serving on the judging panel.
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Game Project: Happy
Animal Kingdom -
2013
iOS Game Project for InfiniDyCorp. Worked as a content developer and creative writer on a project team of 10.
Worked on the tutorial design and planning the quest dialogue system.
Drafted concept designs for mascot function and decorative function.
Also independently researched market trends and submitted a user retention marking plan.
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Game Project: Tactical Magic - 2013
As sponsor, worked as project lead with a team of 6. Funding was
limited, so initial work strove to create a demo-able first level for
crowdfunding. Project shuttered after 4 months.
Scope was to create a high-fantasy Role Playing Game (RPG).
Mechanics included:
• Multiple user choice options that would dramatically alter the
plot, geography, party, quest choice, and in-game events.
• A shadow and light mechanic, or “cursed”, that would affect
not only perception but, as well, current character classes.
• Morality system that would impact quest choice, merchant
availability, NPC interaction, and character classes.
• Scarcity item model, where low item availability and
durability forces players to choose their battles strategically.
Art done by Kim Parker
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Character Study: RudenThe original character concept idea that started this project: I had originally envisioned the player starting their journey in front of a small
campfire, illuminating the surrounding dark woods in the grasp of deep winter. Was modelled on historical East Asian weaponry, armor, and
culture. Depending on the player’s morality choices, Ruden’s talent pools could be unlocked from the basic selection and expand into the
Knight-Errand tree, which served as a tank / damage sponge role, or the Mercenary tree, which served as front-line damage dealer that
could ignore lethal party damage. Art done by Kim Parker 8
Equipment Study: Ruden
Originally, the game engine had been RPG Maker VX Ace, which ultimately proved to be too underpowered. The switch to the Unity engine
solved the issues of lighting, but also gave us more freedom with design. As such, a focus on equipment and weapon design would define
the last month of project work. The above equipment study for the character of Ruden shows how the concept artist, Kim Parker, worked
with me in terms of identifying the number of equipment slots a given character could use. This, as well as the following slide, would then
translate to conceptual and graphical work needed to be done. For an initial 20 items it had been estimated to take 2 weeks using Blender.
Art done by Kim Parker
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Character Study: Rachel
The first “cursed” character that was developed. Curse characters have unique properties, with their base character class being associated
with daytime or well-lite areas. When they are plunged in darkness, their class changes, which doesn’t just affect the character but also the
party. Rachel’s default class is as a traditional holy priestess, using a combination of healing and shielding spells. Once she has been
plunged into darkness, the spirit that has possessed her manifests, turning her into a necromancer – abide a defensive one. She would
summon a wall of skeletons to absorb the first few physical attacks, and she can transform party members into undead who cannot be
afflicted by status ailments but also have a lifesteal component added to their attack. Art done by Kim Parker
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Character Study: “FOX”
Simply named “FOX”, she was designed originally as the second “cursed” character. She was to fill the shaman trope, one-with-nature. Her signature item would have been various masks, which could enhance her light or shadow traits. Conceptually, she would have worn her mask in the light but, when daylight fades, she would remove her mask and her body would fade: leaving only the mask visible.
In the light, she would attack with a long-bow for physical damage, enhancing subsequent damage through a range of elemental enhancements and improved arrow head quality.
In the shadows, she would become a spiritual representation of her animal spirit guide: the fox. Her damage becomes elemental-based melee magic damage.
In order to unlock further talents, the player would have to meet the following requirements of having her in the current mission’s party, find a defiled shrine, and exorcize the spiritual pollution.
Art done by Kim Parker
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Weapon Study: One Handed
Axes
Since item scarcity and low durability was a mechanical focus,
it was important to populate the environment with different
weapons that were specific to their function. Though some
stats would overlap, the important distinction was to create
items that were visually stunning to look at while, at the same
time, offering some variety in the combat loop. In this case,
combat actions would require, if on smart phone, touching
and swiping in a specific fashion was required in order to
successfully perform an attack. For PC it would have been
using the mouse to hold and drag in a specific pattern, much
like the OSU game.
Different weapon types would have had different ramping-up
actions and time required, such as mimicking the drawing
back of a bow, or having a longer slashing action for a great
sword. It would ultimately be up to the player in deciding if
they want to use immediately or save it for a tougher fight.
Art done by Kim Parker
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Planning and Design Documents for Technical Limitations
Trello and Google Docs were the primary organizational services and tools used for the project team. This ensured that documents and
discussions were directed to those assigned responsibility of work packages. It also meant keeping in touch with all team members, ensuring
that meetings conducted in a way that all voices were heard. Maintaining scope was perhaps the most difficult (include everything AND
the kitchen sink!) aspect, since this intended project was on creating a demo of the envisioned game for crowdsourcing applications. 13
Damage Number Modelling Work Package Work was done through in-person and virtual meetings. Requirements clarity and communicating changes helped push initial progress and
was, even to the end, a part of the project’s work culture. Throughout the project, many work packages were assigned to team members.
Requirements were identified early on, with time and resources being given for training activities. Total work equalled around 24 work
packages, with the Damage Number modelling being the only one completed and ready for testing once other work packages were
ready. 14
Post Mortem - 1
Even though this project was cancelled due to resource and
time limitations, its death became the basis for me to formalize
my project management skills. With the knowledge and tools I
have gained during my time at Conestoga College, I decided
that my position in the project gave me enough information to
do a post mortem on not only what occurred during the
project’s performance to plan along with a personal leadership
analysis.
This includes two team member’s exit interview.
Art done by Kim Parker
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What Worked What Didn’t What to Take Forewords
Post Mortem - 2
• Requirements gathering and decision
making considered all aspects of the
project’s limitations. This allowed for
asymmetrical decision making in terms of
exploring other low-cost alternatives that
could enhance other critical processes.
• Virtual meetings were effective with
agendas, allowing for conversations to
be archived and revisited when possible.
• Smaller department meetings allowed for
team members to better understand the
vision and quality of the project.
Discussions were made and compromises
were made that allowed all members to
be happy.
• Feedback was overwhelmingly positive
regarding my leadership of the project.
Respondents noted that I was constantly
on the hunt for new talent, and that I
asked the hard questions while also
taking on new roles or functions.
• Difficulties in talent acquisition
halted certain parts of the project
from continuing on schedule. This
issue ultimately contributed to the
cancellation of the project.
• The lack of an effective risk plan
lead to, in some instances, delays in
the planning and execution, such
as with the game engine change
lead to new risks developing from
unfamiliarity with the software.
• Biggest concern was with the lack
of initial resources. The lack of funds
and equipment eventually proved
to be too much of an issue for some
members to fully commit to the
needs of the project.
• That a proper risk management plan is
important, especially if there is the
chance of software transitions or an
acute lack of available talent.
• While I managed to facilitate
meetings well, I need to be more
vigilant on keeping notes accurately.
This can resolve potential future issues
from reoccurring, as well as making
agendas more useful.
• Communication remained one of my
biggest assets during the project, with
the team being kept informed of
changes through meetings and Trello.
Ensuring that planning documents are
concise but detailed enough is always
a hard balance to maintain.
Marketing Project:
Folio Instrument’s
Social Media Revamp
- 2014
Project sponsor for this marketing project is the owner, Gord Howes.
Scope is to create 3 product videos for their website. Enhancement of their social media capabilities is also done in order to strengthen the product video’s reach.
Expected to be completed by December 2014 by the team, which is made up of program students.
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Good design enables honest and effective
engagement with the world. Poor design is
symptomatic either of inadequate insight or of
a fraudulent and exploitive strategy of
production. If good design tells the truth, poor
design tells a lie, a lie usually related, in one
way or another, to the getting or abuse of power” - Robert Grudin
“Efficiency is doing things right; effectiveness is