Title:
The Shrine Provider
Genre:
Farming, Simulator, Casual
Role:
Game Developer, Producer
Engine:
Unity
Tools:
Figma, Visual Studio, ClickUp, GitHub
Development Date:
Jul. 2024 – Aug. 2024
Project Summary:
This is a 3D isometric project that was created in a game jam and is about a Farmer farming to survive an upcoming catastrophe
Skills:
Prototyping, Playtesting, Balancing, Mechanic Design, Design Documentation, Gameplay Programming, Project Management, Asset Management C# Programming, Scene Management, HUD Design, Unity UI Elements, Prefabs, Coroutines, OOP, UI Programming, Unity Editor Management
The Shrine Provider Reflection
Contribution Overview
- Coordinate the game’s development as a producer
- Create a Game Design Document for our team to use as a reference on what to make
- Collaborate with other designers to shape the game’s final product such as UI
- Took upon the role of a programmer to implement the basic mechanics and other features
Goals
- Improve game design skills in a team setting
- Create a minimum-viable product
- Improve skills in Unity Development
- Gain experience with working on a 3D game
Concept Evolution
- Initial Idea: A farming game where the player is the king who needs to manage a kingdom during a hunger crisis
- Final Idea: A 3D isometric farming game where the player is a peasant farmer who needs to farm to survive and help a kingdom by managing resources
Design & Development Process
- Production
- Handled the game’s production using Scrum on ClickUp
- Took on a temporary leadership role due to a sudden change in leadership
- Coordinate tasks between teammates to ensure they can deliver
- Design
- Collaborate with teammates to create a game design document
- Create flowcharts to demonstrate the gameplay loop
- Communicate with the UI artist to figure out the ideal art for the game to be
- Designed the basic level layout to be the prototype for testing and to be improved on
- Script
- Implement a crop-growing mechanic that has growth stages
- Implement a planting mechanic that involves the need for seeds and water
- Program all user interface-related features
- Assist programmers with bug fixes or discussion of what to implement
- Story
- Present the story idea of using a crop-destroying scenario as a way to explain the purpose of farming
- Collaborate with the narrative designer on developing the game’s story
- Have it take place during medieval times as it allows archaic methods of farming
Final Deliverables
- Establish a playable game with the core gameplay that serves as a minimum viable product
- Successfully coordinated teammates to deliver the required tasks in a timely fashion
- Designed the rules and mechanics on a Game Design Document
- Implement the key mechanics for the farming game