
Portfolio

Iloveyou
Production time - 5 months.
2nd year major production
ILOVEYOU is an isometric styled PvP bullet hell where the players must sabotage each other to win inside a digitized computer cyber space.
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As with most bullet hell games, ILOVEYOU is a twin stick shooter where the player survives against increasing waves of enemies. The core of the game revolves around Disrupt cards, which are how the 2 players interact with each other.
On starting the game, a player will receive a task they must complete. On completion of this task they will be rewarded with a selection of 3 Disrupt cards on which they can choose 1. These Disrupt cards can directly influence the opponent by disrupting them in the form of spawning a massive enemy wave, or spawning a boss, or making it so the opponent cant shoot and so on.
Both players will complete these tasks and use Disrupt cards on each other until one of them dies to the increasing waves of enemies. The person who is still standing is the winner.
My Role:
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Producer
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Team Collaboration
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Documentation
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Scheduling
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Task Tracking
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Marketing
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Market Research
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UX/UI
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Balancing
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Testing
Process:
ILOVEYOU was the final assigment for my second year at AIE for my advanced diploma of game design, I was given a team at random from other students in other disciplines and we were told to come up with a game to make for our final major production.
The final idea, of a twin stick shooter where you sabbotage your opponents was my idea and it was the one that got selected for us to proceed with.
As part of the assignment, we had to make sure we followed certain criteria around our production period such as daily stand up meetings, production meetings, showcases and other things that were required.
As producer, my main role was to communicate with the lead artist and lead programmer as well as the other designers to protoype, and produce this game. Our team worked well together the whole production, with minor issues being delt with swiftly and with care.
I undertook scheduling, marketing, documentation, and other assorted tasks thoughout the production to keep it running smooth and on time.
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By the end of the year we had met all our milestones and delivered a game we were all happy with. We did have plans to put the game on steam but those fell through as the year ended and team members went their own ways.
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