Syke

development stats

software

Unreal 5.3, ​Miro, HackNPlan

dev time

9 Months

team size

9-Person Subteam in a 31-Person Studio

position

Design Subteam Producer

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download the GAME

To Steam

prototype
CONTRIBUTIONS

  • Research comparable titles
  • Foster healthy company culture and buy-in
  • Collaborate with engineers and designers to create pitch materials and prototype mechanices in UE5
  • Work with designers to write Syke's design bible, including game pillars, intent, and development lexicon
  • Create onboarding materials for developers

teaching the vision

Syke's ​​"je ne sais quoi" was our research into comparable titles and our ​dedication to carving a unique niche for ourselves.  At the time of our initial pitch, there were only 44 games with the Steam tags we were targeting.  This meant, of course, that we couldn't rely on genre to guide our designs.  As producer, I endeavored to communicate the vision to the team through speaking, writing, visuals, and gameplay;  by targeting the four learning styles, I quickly unified our vision moving forwards.

pitch &
PROTOTYPE

Along with the production team, I developed pitch materials and participated in all presentations.

Syke's original pitch presentation was given to a panel of faculty, industry guests, and over 200 peers and potential teammates.

Despite the relatively large size of the team, Syke still had a very ambitious scope for our timeline and experience level.  I ​found myself regularly getting into engine and helping  designers realize their vision.  The above video is a prototypes for a cut "perspective shifting" mechanic.  As a team, these prototypes helped us narrow in on a vision for the game and demonstrated our ability to deliver the promised game.  On a personal level, staying in engine gave me the ability to be realistic about design and engineering requirements, and  get hands-on when bugs appeared.

teamwork makes the DREAM work

Working on Syke was my first experience with a team of this size.  Team communication and organization was primarily conducted on Discord, and I've included some samples below!  During the early stages of development, establishing a regular meeting cadence and format was one of my top priorities, and I continued to iterate on our structure throughout Syke's development cycle.

onboarding

With the format of the capstone class, once we made it through the prototyping stage we could expect our team to more than double in size.  In order to facilitate a smooth transition, I collaborated with other designers and producers to develop onboarding documentation, including this kick-off packet.

Between our documentation, frequent onboarding meetings, and excitement to receive new ideas, integrating the new team members was made as frictionless as possible.

production toolbox

Keeping an entire team up-to-date on design can be a challenge, and these are just some of the tools I experimented with.

rolling meetings

Accommodating to different schedules and maintaining an "open door" policy helped iteration stay healthy.

organization meetings

Ensured that the team was aligned on our design goals, and provided a space to ideate.

multi-team meetings

By bringing together different teams, new concepts and technical specifications could be developed.

meeting notes

During every meeting with design or production staff, I would record notes and type them up for dissemination.

weekly reminders

At the top of each week, I sent a reminder for any meetings, deadlines, and general notes for the team.

postmortem meetings

Introduced later in development, I would meet with the team to discuss what worked well and what needed to change.

During development, I implemented weekly 1:1 check-ins.  After collating weekly feedback, I made pipeline changes based on qualitative data.

studio roadmap

Syke was too big to be created in the time we had.  We could never have finished the game without the above roadmap, created in collaboration with the entire production team.

pitch the
PIVOT

By moving our level hub from the "library" level to the "forb," the team solidified our game's now-iconic visual identity.  As a benefit, this move refactored the level design team to better suit the individual skills of the designers.

level gallery

public
IDENTITY

As one of the three "faces of Syke," I had the opportunity to shape Syke's public identity.  Our T-Shirts, convention presence, and main menu were products of this initiative.

The visual identity of Syke was driven by "the forb," the games iconic forest hub level.  Our logo, which can be seen on the T-shirts I'm printing above, is inspired by the visual of the central tree hanging upside-down in the orb.  For our convention presence, I leaned into the eclectic aesthetics of the game, with the game running on an old CRT monitor draped in vines and old books.

thank you
idm