SPACE TRAVEL MINISTRY
Manage a fleet of transport shuttles using old technology while avoiding an interdimensional anomaly
Manage a fleet of transport shuttles using old technology while avoiding an interdimensional anomaly
Players: 1
Camera: 2D + First Person + Top Down View
Controller: Keyboard/Mouse
Platform: PC
Similar to: Papers Please
Camera: 2D + First Person + Top Down View
Controller: Keyboard/Mouse
Platform: PC
Similar to: Papers Please
Made with: Unity
Date: 2021
Date: 2021
----
Game Design: Laurent Corriveau, Francis Rufiange
2D Art: Laurent Corriveau
Cutscene Art: Francis Rufiange
C# Programming: Francis Rufiange
Writing: Benoit Lemieux
Sound Design: Paul Tremblay
Music: Étienne Thibeault
Project Management: Laurent Corriveau
Game Design: Laurent Corriveau, Francis Rufiange
2D Art: Laurent Corriveau
Cutscene Art: Francis Rufiange
C# Programming: Francis Rufiange
Writing: Benoit Lemieux
Sound Design: Paul Tremblay
Music: Étienne Thibeault
Project Management: Laurent Corriveau
THE MAKING
MY TASKS
- Build the structure in Notion for the AGILE Project Management
- Chop up the project in Epics, User Stories and Tasks
- Set up Sprints and Milestones
- Lead daily SCRUM meetings
- Co-Design the Tools
- Co-Design the Game Systems
- Create every 2D Asset in Aesprite
- Animate Assets in Aesprite and Unity
- Build Lights in Unity
- Balance the game for final export
MY TASKS
- Build the structure in Notion for the AGILE Project Management
- Chop up the project in Epics, User Stories and Tasks
- Set up Sprints and Milestones
- Lead daily SCRUM meetings
- Co-Design the Tools
- Co-Design the Game Systems
- Create every 2D Asset in Aesprite
- Animate Assets in Aesprite and Unity
- Build Lights in Unity
- Balance the game for final export
WHAT I LEARNED IN THIS PROJECT
I perfected my project management skills with the integration of the AGILE Methodology. I learned how to design and balance game systems. It was my first time creating Pixel Art styled assets and I'm very happy with the result.
WHAT I WOULD'VE DONE DIFFERENTLY
For a long time in development, we were highly focused on the systemic and optimization side of the game which took the form of Contracts tied to a Point System. Though, we realized quite late that the fun of our game arose from the use of the Tools more than the planning of the most efficient routes. Furthermore, another mistake we made was seeing the Game World and the Player Interface as two separate entities. Though, each action in the Game World should have influenced the Player Interface and vice versa. For example, the last Tool we added — the Scissors — was the embodiment of that idea. When the player cuts down tentacles using the Scissors in the Player Interface, it directly influences the Game World by clearing paths for the transport shuttles.
I perfected my project management skills with the integration of the AGILE Methodology. I learned how to design and balance game systems. It was my first time creating Pixel Art styled assets and I'm very happy with the result.
WHAT I WOULD'VE DONE DIFFERENTLY
For a long time in development, we were highly focused on the systemic and optimization side of the game which took the form of Contracts tied to a Point System. Though, we realized quite late that the fun of our game arose from the use of the Tools more than the planning of the most efficient routes. Furthermore, another mistake we made was seeing the Game World and the Player Interface as two separate entities. Though, each action in the Game World should have influenced the Player Interface and vice versa. For example, the last Tool we added — the Scissors — was the embodiment of that idea. When the player cuts down tentacles using the Scissors in the Player Interface, it directly influences the Game World by clearing paths for the transport shuttles.