


OVERVIEW
High Stakes is a 3D Platformer created in the Unity Engine by a team of 5 developers. The distribution was as follows: 3 asset artists, 1 programmer, and 1 designer. I was the team's designer, as well as the project lead.
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The game was created over the course of approximately 12 weeks and showcased at the Digital Worlds Convergence event at the University of Florida, where attendees got to try out the game and give us feedback.
MY ROLES
As the lead designer and project lead, my responsibilities were many.
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Pre-Production:
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Concepting mechanics and game flow
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Creating flow charts and mock user interface elements
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Writing the design document
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Putting together presentations to pitch the game for approval
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Production:
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White boxing levels
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Giving feedback on the prototyped mechanics
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Removal of the wall running timer ​
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camera perspective switch during the bat transformation
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Approving or rejecting additions to project scope
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Approved the addition of a damaging light cone​
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Rejected the proposal of a third level
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Creating materials for the game out of textures
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Importing models and sprites created by the art team
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Porting the project to the Universal Render Pipeline
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Setting up the user interface and related scripts
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Testing and balancing levels
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Post processing levels
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Creating update presentations for certain milestones
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Post-Production:
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Editing together a game trailer
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Uploading the game to itch.io
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Delegating tasks to prepare for the showcase event

Screenshot of the hub space

High Stakes being played at the event
TOOLS
The engine used to create this game was Unity, and the programming was done in the C# language. For 3D models, our asset team used Autodesk Maya to create the buildings, pitchforks, coffins, and other decorative items as well. The bat was also modeled in Maya, as well as rigged and animated.
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Photoshop was used to create the 2D sprites in the game, as well as graphics such as the logo and the background for the scoreboard.