VeloCity

  • Company/Studio: Water Cooler Fish LLC
  • Role: Founder and Producer
  • Team Size: 16
  • Timeframe: September 2024 - Present
  • Platform: Unreal

Compete in the heart of VeloCity, where skill meets skates hits your face. In this race for dominance, momentum is power, and flair wins fights. Engage in trick-fueled combat to knock out your rivals and take control of the city, one district at a time. Skate fast. Kick ass.

Matches are a series of zone battles where players race, fight, and outlast each other for control. When a zone unlocks, everyone skates to claim it and the fight is on to hold your ground and stack up time. When the timer runs out, the winner earns a trophy, and the battle shifts to the next zone. First to three trophies wins the match and the title of The Star of VeloCity.

Responsibilities

  • Produced and coordinated a team of 16 members to create a multiplayer networked game in Unreal Engine across a 9 month project schedule.
  • Created and Maintained Systems for Project and task tracking.
  • Led the team through multiple presentations and deliverables over a 9-month period
  • Managed both the Art and Development teams to create a produce frequent builds.
  • Helped navigate roadblocks and put out fires as they arose.

Tools Utilized

Jira - Perforce - Google Suite - Unreal Engine - Agile Framework - Discord - Miro

Reflection

This was originally a 9 month team project that I produced for my capstone and our team went into it with a very ambitious scope in comparison to most of the teams within our cohort. This morphed into a long term project and I now am the owner of the LLC and we are working to release our game later this year on steam. Though this is in progress, I have already learned a lot of valuable lessons.

  • Managing deliverables within an AGILE sprint framework while balancing coursework and team schedules has provided invaluable insight into successfully leading a project in a dynamic environment. I was always needing to be ready to completely change the plan with no notice if someone was suddenly slammed with homework or a project and couldn't put in the full hour requirement for the week. Though we were required to do this as apart of a class, it had a significantly higher workload than most classes which meant that we needed to be flexible when we were asking for even more from ourselves due to our ambition.
  • One situation that I got a lot of experience with during this project is managing rapid prototype and iteration cycles within both design and programming portions of the project. Specifically, our complex skating mechanic required almost 30 different iterations before we found one we felt confident in. There were several times where we would split our programmers up into pairs or by themselves and have them start a new mechanic from scratch so we could see what a new variation of skating could feel like. There were also multiple times we committed to an iteration of it just to then run into a major road block a few weeks later and have to return to the rapid iterative mindest in order to come up with new ways to achieve the same thing while avoiding limitations. From a project management perspective, this was incredibly challenging. It was very hard to plan farther than a week out when we constantly were having to adjust the core mechanic of the game so frequently. At the beginning, I was remaking the full project plan every week or two until I realized that I needed to be okay with us just rolling with the punches so to speak. In the end, coming to peach with that flexibility has created a product we are really proud of and was an experience that helped me build my skills in non traditional project planning situation.

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