Chronomancy
Capstone roguelike with immersive casting mechanics
First-Person roguelike with an adaptive drawing mechanic and procedurally generated dungeon
Q1/Pre-Development Closing Thoughts
As my first time working with a comprehensive team of talented artists, 3D modelers, and sound designers, closing our 1st 10-week course (as well as pre-development) made me realize this project blossomed into a greater teaching experience than I had first thought it would be. Testing my abilities both as an artist and team lead, this stage of our development has been stressful to meet deadlines, and as I reflect on what’s to be improved moving forward I’ve realized several things:
- We need a dedicated Level Designer, which would relieve me of my biggest time commitment and allow me to fulfill duties to my team better
- Our previous Kanban service changed the limits of their free plan, pulling the rug out from under our team management. We'll be migrating to Airtable between our next 10-week course (Capstone 2nd Quarter).
- Regular meetings with Production, Programming, Design, and Narrative leads to address issues more efficiently and improve collaboration between departments.
I’m excited to continue development over the following quarter and hopefully gain a better grasp on the pitfalls we experienced in pre-development!
Character Concepts
Some early concepts of our enemy creatures, the Dolavok.
Environment Concepts
A sample of room layout concepts I made, particularly highlighting the use of verticality and light to both dress and guide players.