Lunacy in Red

  • Company/Studio: Red Flag Studios
  • Role: Producer
  • Team Size: 13 people
  • Timeframe: 3 Months
  • Platform: Unity

In Lunacy in Red, players must fight their way out of a procedurally-generated nightmare against hordes of monsters, as well as their own sanity in this roguelike boomer shooter. This was a student project from the Drexel University Game Design and Production Program

Responsibilities

  • Worked as a Co-Producer, joining the project three months into the development cycle.
  • Examined workloads and skillsets of an uneven team to ensure the project remained on track and in scope.
  • Responsible for making team-wide decisions on design choices which affected the overall game based on deadlines and resources.

Tools Utilized

Trello - Google Suite - Discord - Perforce

Reflection

Lunacy in Red was part of our year-long Junior Project. Halfway through the year, each class presented two games and only one moved on, with all members of the other game being moved over to the winning one. This resulted in me joining the team three months into the project, where much of the team structure was already there. This meant working with their other producer to help further streamline the process and onboard the other team members to help make for a more balanced team and a smooth transition.

  • Co-Production was definitely a challenge, as we had two very different styles of leadership and production, mainly coming down to organizational versus being a “boss”. I worked to help create a stronger pipeline and focus on more production tasks as the other producer took on more of a Game Director role to make more of the gameplay-focused decisions. This ended up working out well for not just us, but the team as a whole, as we were able to make our production pipeline much easier for the remaining terms.
  • As I joined the project partway through the year, I did not have a say over the genre of the game itself. The project pushed me far out of my comfort zone both production-wise and genre-wise. Despite the fact that I am not a rogue-like boomer shooter fan, I did find the fun in the project and ultimately had a fantastic time producing for the team.

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