Jumping Jellyfish Knight Page
Jumping Jellyfish Knight
Specifications
- Playable Platform:
- Mobile (Google Playstore)
- Game Engine:
- Unity
- Timeframe:
- September 2019 ~ December 2019
Overview
Under the vast ocean, there lies an imperial knight order and begin the top knight of this order from the house Jellyfish you must go out and reclaim the lost jellies as you ride your faithful sea slug to the beat of the oceanic music. Groove your way through this 2D rhythm action platformer as you go about traversing each level to a new song to get back the lost jellies but be careful of the enemies and hazards along the way!
Roles
My role on the team as the Game Designer was to make sure everyone has a task and we were on track to completion.
This was the first time I was in the Game Designer position and it was a difficult task to be sure to keep track of the overall scope of the project while making sure morale was high and everyone was doing all they can while using their time efficiently. Working with task management software did help streamline production and allowed the team to voice opinions on the tasks they were given and what they were able to accomplish.
I also assisted the programmer for the team as they took care of the larger game needs and functions. I worked on the UI and player controller to get the foreground all set up so the programmer and level designer could work on the main areas of the game in the background systems.
My general tasks on the project were:- Game Designer
- Monitor the tasks and task management tool
- Check-in with team members to make sure all tasks were going according to schedule
- Create tasks to fill the backlog
- Create reports/documentation for the "Producers" [Professors]
- Programming
- Programmed the tutorial sections based on the programmer's work
- Added the audio renders and adjusted the volume's according to gameplay and player feedback
- UI
- Created UI menus
- Created and programmed the attack button
- Player Controller
- Set up the player controller to work with mobile inputs
- Touch screen optimization
My role on the team as the Game Designer was to make sure everyone has a task and we were on track to completion.
This was the first time I was in the Game Designer position and it was a difficult task to be sure to keep track of the overall scope of the project while making sure morale was high and everyone was doing all they can while using their time efficiently. Working with task management software did help streamline production and allowed the team to voice opinions on the tasks they were given and what they were able to accomplish.
I also assisted the programmer for the team as they took care of the larger game needs and functions. I worked on the UI and player controller to get the foreground all set up so the programmer and level designer could work on the main areas of the game in the background systems.
My general tasks on the project were:
- Game Designer
- Monitor the tasks and task management tool
- Check-in with team members to make sure all tasks were going according to schedule
- Create tasks to fill the backlog
- Create reports/documentation for the "Producers" [Professors]
- Programming
- Programmed the tutorial sections based on the programmer's work
- Added the audio renders and adjusted the volume's according to gameplay and player feedback
- UI
- Created UI menus
- Created and programmed the attack button
- Player Controller
- Set up the player controller to work with mobile inputs
- Touch screen optimization