PROJECTS
PHIL'S GREAT ESCAPE
An action platformer about an all-consuming, time-stopping slime.
https://mbrownstein.itch.io/phils-great-escape
ROLE: PRODUCER/DESIGNER
Development roles:
Coordinated team entirely remotely via Discord, across global timezones.
Used Trello to set up tasks and keep the team running with Agile development.
Developed and tested emergent gameplay.
DEV BLOG
The big lesson I learned was to always have a backup plan/crisis management plan for when something goes wrong- because something will go wrong. In this case, it was Perforce acting up and refusing to work- rather than the sensible choice of going over to Git, the team ended up using google drive to transfer files manually, which was pretty silly, and I very much wish I'd been smart enough to advise for Git.
An interesting piece of the design process was an emergent mechanic- originally, the intent was for the dash to be a simple way to avoid projectiles. However, when playtesting, I found that if you dashed while in the air, Phil would speed really far ahead, which actually ended up being a really fun way to traverse the room- it didn't end up too powerful due to being almost too fast, but was a very cool emergent mechanic.
The last big challenge for me on this project was trying to coordinate global timezones. Due to being split, it was really hard to communicate with certain people, meaning that blockers were usually ending up getting delayed to the last possible minute. What I was able to learn here was mostly the sheer importance of leaving flexibility time in a schedule for the inevitability of something going wrong.