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Unreal Crypt Final Pass 3
LEADERSHIP

ZOLARIS

SOFTWARE:

Unreal Engine 4 | Blueprints | Maya 

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INSPIRATION:

1st person stealth | RPG | Fallout | Bioshock | Dishonored

JOB TITLE:

Creative Director/ Lead Level designer 

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TEAM SIZE: 13

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DURATION: 8 Months

LEADERSHIP

As Creative Director on the Zolaris Production team, one of my roles was overseeing, helping, and evaluating the progress of my teammates to ensure we captured the game's intended style. I accomplished this by running weekly team sprints, holding 2 team meetings twice a week to check on progress, having individual one on one session with teammates to improve content, and presenting project milestones.   

Weekly Sprints

I created task sheets with content that needed to be tested and implemented into the game. I worked closely with the project Producer to create and set deadlines for each task. I discussed and evaluated my teammates' work after every sprint to ensure the quality and function followed the vision of the game.

Team Meetings

Twice a week for an hour to an hour and a half, team members would present their work for each sprint. In these meetings, I gave constructive feedback on how to improve aspects of their assets to better fit the overall style and vision of the game. 

1-1 Sessions

When team members needed additional support, I meet with them 1 on 1. This was for Q&A and bug testing or for clarification on expectations for their task. The length of these meetings usually ranged until the problem was resolved, or until the team member had a better understanding of how to tackle it.

Project Milestones

Every 2-3 weeks, I was in charge of presenting the progress of the game to a group of 40 or more. In these presentations, I would go over specific progress such as advancements in player mechanics, updated level white boxes, and finished art assets. I also presented a small playthrough of the game, so we showed how far the player could progress up to that point. During the play-throughs, I took questions from the audience on how we planned to proceed with production.  

Managing Documentation

Another one of my responsibilities for this project was overseeing the Game Design Documentation. In this document I was personally responsible for completing: Game Levels, Overview, Narrative, Gameplay Minute, Characters and UI. As I created these sections, I made sure to utilize my technical writing techniques such as using present tense and omitting out passive phrases in order so insure readability for team members. If you would like to take a look at our TMCC the documentation is provided below.

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