Unpublished Games

The games on this page are ones which either remained unpublished upon completion or did not make it past the prototyping phase of development.

NaNo

NaNo was developed as part of the University of Utah’s EAE Program’s Traditional Game Development course. The game is a 2D pixel-platformer that follows a small robot as he navigates an abandoned, overgrown lab full of hostile eldritch creatures. Equipped with nothing but himself and a grappling hook, the player must guide him safely through the facility and into the world outside.

While a final build was created and submitted to the class, the team as a whole opted to not officially publish NaNo on any platforms.

Development Information

Team Size: 8 (1 Producer, 1 Engineer, 3 Artists, 3 Designers; All developers assisted with disciplines outside of their standard ones, making the lines between who falls in what roles on paper blurred)

Development Period: August 2021 - December 2021

Engine: Unity

Platform: PC

Roles - Producer

Responsibilities

  • Establishing kanban boards for all major time frames, ending with major milestone reviews, as well as tasks for developers to claim and bugs as they became relevant.

  • Assisting in the onboarding of HackNPlan as well as Unity as an engine, the basics of the coding language, and the basics of animations in Unity.

  • Reaching out to co-developers to ask about general updates, task progress, current priorities, and nay obstacles that may have been encountered.

  • Discussing with co-developers what tasks would be helpful to reassign/re-delegate in order to maximize progress, often taking on those tasks myself.

Software/Tools utilized

  • Discord

  • HackNPlan

  • Unity

Roles - Secondary Engineer

Responsibilities

  • Regularly reaching out to co-developers in order to learn what new assets/items/visuals needed to be implemented/updated, as well as reaching out to the primary engineer to discuss what programming-related tasks he would like me to handle as to not overload him.

  • Researching C#, its functions, Unity’s functions, and other basics in order to not only understand how to complete my own programming tasks, but parse the primary engineer’s work in order to properly implement work within the established code and without interfering with said code.

  • Collaborating with the UI artist in order to design menus, discuss needed assets, and how they imagine said assets working, as well as building and testing menu screens and menu options to ensure they worked as intended.

  • Familiarizing myself with Unity’s animations systems in order to create animations in the place of co-developers who could not, as well as tie simple animations to their appropriate assets.

Software/Tools utilized

  • Discord

  • HackNPlan

  • Unity

  • Visual Studio 2019

  • YouTube, Reddit, and Programming-Oriented Websites

Post-Mortem Analysis

What Went Right?

  • Everyone on the team had the opportunity to explore different roles/disciplines in game development. With a team of only 8 people, everyone had a chance to explore any and every relevant discipline during production, giving us not only a chance to explore our own interests and a deeper understanding of the work developers in other disciplines do.

  • Everyone was able to enthusiastically contribute to and shape the game during its ideation phase, which gave us a lot of fun ideas and a sense of direction. Additionally, it gave everyone on the team an intense sense of ownership over our game and unity within the group.

  • The dedication of all developers was intense. Even at our most stressful moments, everyone on the team was willing to get together, examine what had been done and what was left to be done, and try to work on the game to get it into the best state it could be in. We were willing to try and fix the problems we encountered for this game however we could, regardless of how long it took.

What Went Wrong?

  • We didn’t properly balance scope with our capabilities as developers. For most of us, including myself, this was our first time formally working on a game—which lead us to greatly overestimate what we were capable of in a single semester.

  • We struggled with transparency and communication of plans, progress, and completion of tasks. Both the created Discord server and HackNPlan board were sorely underused, and all developers on the team struggled to convey their thoughts, feelings, and intent with their ideas and work at least once during development.

  • We had to crunch for every major deadline. With such a small team and such a large plan, everyone’s attention and time were pulled in enough directions that a concrete timeline was usually left unmade. This led to a lot of work being put off and many weekends spent crunching to get builds in a presentable state. 

What Would I Have Done Differently?

  • I would’ve taken more time at the start to research how long a development cycle for a complex game usually is. Our original idea for the game was grand and intricate, lore- and plot- heavy with various levels and enemies, all culminating in a twist ending. However, we quickly realized that we did not have enough time to accomplish that, and most of our plans had to be cut and/or adapted to better suit the number of sprints we had. If I knew what I know now, I would have considered a much smaller story, possibly one with a cliffhanger to build the intrigue we originally wanted without being too out of scope.

  • I would’ve emphasized the use of a task management platform, whether that be HackNPlan, Trello, or even Jira. While it can appear rather trivial to new developers, especially when everyone is working in multiple roles, having a board of tasks and knowing how they relate to each other, who is working on what, and where progress on a task is at is crucial for easy, effective communication. I can’t imagine working without a task management software now, and wish I had had this same view back then.

  • I would have expressed concerns I had regarding our core mechanic. When a grappling hook mechanic was suggested during ideation, I was unsure if it’d really be as easy as we thought to implement, considering our lack of development experience at that point. However, I said nothing, and neither did anyone else on my team, leading it to be our primary mechanic. The grappling hook ended up being incredibly difficult and time-consuming for us new developers to program, and if I could, I’d go back to the start and express my concerns, as well as suggest we consider different mechanics that could help us achieve similar platforming mobility and provide more time for us to work without crunching.

Trailer

Long Live The Queen

Long Live The Queen was the working title of a proof-of-concept prototype created as part of the University of Utah’s EAE Program Capstone courses. It was an Agatha Christie-like mystery game in which the player controlled the ghost of a recently murdered queen as she attempted to find her killer. With 8 suspects and only 24 hours before she’d be forced to move on, the queen must explore the vast castle and piece together the clues of that fatal night in order to bring her killer to justice and pass into the afterlife with peace.

As part of the EAE Program’s capstone game selection process, 16 game pitches were greenlit for a single two-week sprint in which a small prototype was to be created. At the end of said sprint, all prototypes were presented, after which half of the prototypes would be cut and their teams dispersed to join the remaining 8. After days of deliberation, it was announced that Long Live The Queen was one of the 8 cut games, at which point I joined Your Average Bear and began working with that team for our first actual sprint of development.

Development Information

Team Size: 13 (2 Producers, 4 Artists, 4 Designers, 3 Engineers)

Development Period: September 2022 - October 2022

Engine: Unreal Engine 4

Platform: PC

Roles - Producer

Responsibilities

  • Researching what task management software would be best suited for the needs, size, and schedules of the team, as well as how to use the selected task management software(s) in a way that would most benefit the team throughout development.

  • Attending frequent remote and in-person meetings, alternating between leading/moderating them and taking thorough notes with my co-producer, and ensuring all discussed tasks were created or updated to suit current needs.

  • Communicating with most, if not all, co-developers daily to receive updates on progress, inquire about potential roadblocks, and assist in overcoming any roadblocks/issues encountered.

  • Meeting with my co-producer after meetings to discuss how they went, how following meetings could be better, any concerns we had, and providing mutual feedback in order to improve as producers.

Software/Tools utilized

  • Discord

  • Trello

  • Jira

  • Unreal Engine 4

  • Google Applications (Drive, Docs, Forms, Sheets, Slides, & Gmail)

Post-Mortem Analysis

What Went Right?

  • The culture and the dynamic of the team was incredibly accepting and collaborative. Everyone on the team was emphatic about reaching out to others, ensuring everyone who had something to say could do so, and that everyone felt valued and accepted on the team.

  • Everyone was very good at updating others on progress and ideas. Videos of mechanic implementations, sketches of in-progress art, screenshots of whiteboxed levels, and other similar artifacts were sent and shown off regularly to keep people up-to-date on progress and excited about the game.

What Went Wrong?

  • We got too caught up in trying to create perfection. Despite the fact that this sprint was just to create a proof-of-concept for the game, all of us got very caught up in trying to make something perfect rather than simply focusing on conveying our ideas, vague story, and core mechanics.

  • We were very indecisive. With just about every aspect of prototype development, many of us were quite indecisive about what directions, assets, and plans we had/needed, leading to a lot of confusion in spite of our transparency, changing of assets, and an end product we were dissatisfied with.

What Would I Have Done Differently?

  • I would have tried to push for the team to adopt the mentality that, in this situation, done was better than good. While all of us wanted something perfect, we didn’t need perfect. All we needed was something to use to showcase our idea and plans, and I feel like we could’ve done this more effectively if we allowed ourselves and our prototype to be imperfect.

  • I would have tried to frame meetings and discussions through a lens that focused more on our timeframe than our ideals. I feel like we all got too caught up in the big picture to realize how little time we had, and that our prototype wasn’t as good as it could’ve been as a result—a focus on what we could do with the time we had could’ve helped remedy this some and set us on a better course.

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