Junior / associate producer interest in Game design



Team size = 8 people
Genre:
Single Player RTS (Real Time Strategy)

My Role:
Product Owner & Sound Designer
My Role as product owner
Under 7 weeks, I was the Product Owner of a team of 8 people, where we created a real-time strategy game involving ants. The game idea started on the whiteboard and then later converted to a Miro Board.

Whiteboard

Miro Board
This bullet point list will show all the tasks I took as the Product Owner:
-
Primary Responsibility: Led and guided the team to realize the game vision and meet milestones.
-
Communication: Collaborated with the Scrum Master, organized stand-up meetings, and reviewed tasks on the Jira board.

-
Clarity and Alignment: Developed a Game Design Document (GDD) to foster clear vision comprehension and facilitate design discussions.
-
Project Milestones: Created presentation pitches and builds for Alpha, Beta, and Jury Day.
-
Marketing:
-
Game Cover
-
Trailer
-
Documentation
-
Installation for Itch.io
-
-
Challenge: Sustaining group dynamics, notably after losing an artist.
-
Solution: Assumed the role of a prop artist to assist the team during the beta build.
-
Perseverance: Maintained team motivation and alignment, working together to craft an exceptional game
Game Design Document
Pitch presentation for Jury Day
My role as Sound design
Concept of how I work in the DWA and the engine for sound and music
-
Goal: Compose game music for "Antics" with authentic sounds matching the theme.
-
Inspiration: Drew inspiration from city park sounds, including cars, people, sports, and instruments.
-
Main Soundtrack: Created the main soundtrack by incorporating city park elements.
-
Sound Effects: Designed sound effects that align with gameplay and art, such as punches, interactions, damage, orders, and more
Process:
Recording sounds / music by using a DAW (Digital Audio Workspace)
-
Mixing and effects such as
-
Pitch changing
-
EQ adjustment (Bas, mids and amplification)
-
Fade in / Fade Out
-
Reverb
-
-
Mastering for optimal quality



Implementations:
-
Structure project in Unreal Engine 5, easier to navigate through the project
-
Assign sound/music to appropriate sound classes to enable access from different blueprints.
-
Drag and drop sound effects/music, adjusting radius and falloff of the sound.
-
Due to other tasks I had, coders and I designed a system for the project. This system functions by adding sounds and assigning them a volume priority.





Other task i did
3D Camera Switch and Menus:
A system to create an interactive 3D menu with various camera views.
Pause Menu:
A fully functional pause system that allows the player to save settings, pausing the game, and returning to the main menu.