Sanguine Soul is a first person shooter with ability focused combat that encourages the player to always be moving forward. The game is set in a fictional desert village inspired by historic Islamic cultures. For this project I organized art, tech, and design teams to create a complete and cohesive experience in Unreal Engine 4. Our team consisted of 13 people and was divided into 4 designers, 5 artists, and 3 programmers.
Managed the scope of the project by creating a plan for all features in the game and tasks associated with creating those features across all teams.
Generated production backlog, Gantt chart, and burndown documents.
Co-created the Game Design Document and Art Style Guide.
Created user focused team member contribution charts that tracked tasks and hour contributions by team members.
Managed the source and version control for the project.
Led weekly meetings with entire team and tri-weekly meetings with leads.
My primary responsibility outside of planning and tracking progress was to help solve problems that arose during production. Over the course of production I often moved my focus to different teams depending on the most pressing issue the project was facing, for example:
Trained team members in using Unreal Engine 4 and source control software.
Planned game mechanics and gameplay experience with the design team at the onset of the project.
Programmed and assisted with features that had become roadblocked or were added later in production as we approached alpha.
Helped manage the art direction of the project so that the assets were consistent for our vertical slice build.