TugA strategy game for GMTK Game Jam 2021.
- Role: Game Designer
- Team Size: 1 artist, 1 designer, 1 programmer
- Development Time: 48 hours
- Platform: PC (Itch.io)
- Engine: Unreal Engine 4.26
Tug is a 1v1 strategy game in which players must correctly manage their team to win a round of tug of war. Each character that players may place offers a different amount of pulling strength and a special ability that affects either their allies or opponents.
As the designer for Tug, I was responsible for outlining the rules of the game, managing the assets necessary to create the game, and making sure the whole team was on the same page. I also facilitated team-wide communication to ensure we could complete the project before the 48 hour deadline.
What Went Well
- QA: We were able to test thoroughly enough to identify and fix several bugs of varying severity.
- Communication: We were able to establish a solid vision for Tug early on, and then execute upon it as a team.
- Working within Constraints: We were able to identify several elements that we had initially wanted to do, but had to cut to ensure Tug would be ready by the 48 hour deadline.
What Went Wrong
- Priotitization: Some elements of the game were not properly priortized, resulting in delays to an initial playable prototype being developed.
- Task Allocation: Some team members had to do tasks outside of their areas of expertise due to the team's limited size.
What to Improve
- Priotitization: Discussing priorities with teammates from the outset of the project should help reduce the number of bottlenecks caused by team members working on lower priority tasks.
- Task Allocation: Communicating strengths and weaknesses clearly before the project begins would help identify potential weaknesses for the team to either avoid or recruit additional talent to cover.