A side-scrolling puzzle platformer composed of a combination of 2D-3D assets (3D background, 2D players, foreground). 2 main characters with asymmetrical mechanics/controls that will help the other navigate through puzzles. A coming-of-age story between a young aspiring pirate and an interstellar girl off on an adventure to figure out how to get home.
Developed and delivered a comprehensive production kickoff presentation outlining gameplay structure, terminology, and release roadmap to align a cross-discipline team on project vision and priorities.
Outlined immediate priorities and task breakdowns for each department to accelerate on-boarding and establish short-term momentum during early development.
Defined and communicated milestone deliverables—including first playable prototype, vertical/horizontal slice, and alpha/beta locks—to establish a clear development cycle and set production expectations.
Led sprint planning, meeting agendas, and cross-discipline discussions to ensure accountability, surface blockers, and align departments on evolving goals and asset dependencies.
Assessed project risks and opportunities early in development and proposed mitigation strategies, enabling smoother progression through early prototyping stages.
Facilitated interdepartmental communication to ensure teams stayed aware of changes impacting design, tech, and content pipelines, reducing asset rework and timeline disruptions.
Prototyped an axis-locked 2D slingshot mechanic in a 3D world, implementing ray-casting and mouse input handling to enable intuitive aiming and launch behavior.
Implemented prototype for a responsive wall jump mechanic with coyote-time support to enhance player control and platforming fluidity.
Built a spline-based camera system with smooth interpolation between key points, supporting dynamic scene transitions and guided level flow.