With the rapid growth in the game industry, a designer needs to understand many roles. I pride myself in being multifaceted and I have added all my works of design, engineering, and systems in one place.

20:31

Apr 17, 2024

Whack & Snack

Role/Objective:

Unity C# Engineer

Program:

Unity 3D & C#

Duration:

5 Months

Summary:

Whack and Snack is another team project I worked on. The development process took 5 months from concept to completion. The objective of this project was to create a quick game that would take 2-4 minutes per session. The theme was chosen to match how people could play in line to get food or while waiting to get their food from a fast food or take-out restaurant.


Responsibilities

My responsibilities in this project included:

  • Touch input implementation

  • Spawning food items and their variation in food item and speed as time went on

  • Implementing harmful foods and the different food items point values

  • Creating the scoring system

  • Integration of the 3D assets from the artist

Here you can see a spoiled chicken nugget food item. Hitting this would deduct points as well as reset the score multiplier on the right.

Design Goals

My goals during the design process were as follows:

  • Keeping the systems intuitive and easy to understand, sticking to mobile standards

  • Create a short playtime game that would keep the player engaged with the game

  • Make the game have personality in any way possible

I met my goals while developing this game by meeting with the team and collaborating whenever I could. The variable speed of items and the variation of foods kept the game interesting. However, this was one of the parts I kept collaborating with team members about. What seems too slow for me may be a good speed for someone else. Getting the speed just right reminded me of my time as a User experience researcher.


What Went Well

I felt like the team worked well together and communicated efficiently. This was my first time working with someone dedicated specifically to audio. Also, this was one of the rare occasions I was able to work with an artist dedicated to this project. Working with multiple people spread out in their roles allowed us to focus our efforts on tasks we were suited to do rather than putting things together with duct tape and hoping for the best.


What Went Wrong

The project dragged on too long. We were working as a team to realize someone else's vision and that person made multiple changes to the project and ignored feedback. This caused friction in the team and towards the end of the project, causing some team members to lose motivation. We banded together towards the end to get the project into a playable state. All of the features we set out to implement made it to the game so I would call that a success but we also had a list of stretch features that never made it due to lack of motivation and time.


What I Learned

I learned that much of what makes a team work is the motivation of a shared goal. But that isn't all. A good leader can bring people together when the team loses direction. We found our stride in the beginning and were making good time but as the months went on and the team lost motivation there was nothing there to bring them back onto the project. There was a lack of leadership in the project and it felt off. I'm glad we finished but I re-leaned that sometimes it's just necessary to put your nose to the grindstone and get the job done.