Team Size: Nine
Team Role: Lead Technical Designer and Programmer
Controller Support: Wired Xbox 360 / Xbox One
– Technical design/programming lead for the game
– Scripted the submarine functionality such as movement and item retrieval hooks along with all interior mechanisms
– Developed the audio engine and triggers for all of the music and sound fx
– Wrote utility scripts for managing the game and player progress
– Designed and scripted the menu system and transitions within the game
You get sent out by Doctor Kolben to explore the depths of the Sirena Deep in the first manned mission down that way. The year is 2019. On your way you come across things that the exploring drones before you missed by a long shot. Determined to find the secrets of the Sirena Deep, you descend further into the depths. A glowing aura of something sinister grows ever near. On your way you seem to come across old stone tablets, which you don’t know if they are made by humans or something else. Arriving at the bottom, you see what you can only identify as a beautiful, sunken city.
This game was developed as part of Classy Games Jam #1. Our game jam team was selected at random from those who signed up to participate. An interesting fact about our team is that we were scattered across multiple time zones including North America and Europe.
As lead technical designer/programmer for this game jam I faced multiple responsibilities which included developing a large portion of the games mechanics as well as assigning/managing the other programmers tasks. I utilized a team Trello board in order to stay organized and prioritize all of our technical tasks. Stress became a factor at times with having to manage so many different tasks within a week-long game jam, but I believe I’m a stronger leader now because of it. I learned how to better handle stress under very tight deadlines.
One of the mechanics I am most proud of in Sirena Deep is the artifact collecting. As I developed this mechanic I made sure to focus on the most important factor which was making the player feel as engaged as they possibly can when obtaining artifacts. This was achieved by incorporating hooks the player can fire to retrieve the item. Not only did this give the player more immersion into the overall submarine experience, but it allowed our team to incorporate some very interesting sound effects for this mechanic. Although the mechanic seemed good enough when it was fully functional, I wanted to take it a step further. I recommended an inspection mechanic after the hook returned to the submarine with the artifact. This mechanic was accomplished by one of the other team members. It added more player interaction to the overall artifact mechanic because players were now able to see the artifact up close and rotate it.