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Metronomium

- Date: September-December 2022

- Project: Game

- Role: Art Designer, Game Designer, Environment Designer, Environment & World Map Artist

- Tools Used: Unity 2D, Maya, Photoshop, Word, Excel, Github

- Link to Project: Play it here!

- Project Brief: A small rhythm-battle game made by a full indie team for a capstone project at university. I worked together as one of the art designers and sole 3D artist on the project, where I took part in many tasks involved with development, such as: designing references for the visual style of environments and characters, and creating 2D and 3D environment assets for gameplay, menus, cutscenes, etc.

This project was made for a team project capstone class at university, and is probably the biggest game project I have worked on so far. The core gameplay consists of the player rotating between 3 player characters, each with their own abilities; attack, heal, buff/debuff, etc. Timing button presses on each beat of the metronome will perform actions to defeat enemies or heal party members. Button presses in the half beats of the metronome allows the player to rotate to another character. There are 4 playable characters to choose from, each with their own set of unique equippable abilities, allowing for a lot of player customization.

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For this project, I worked as one of the lead art designers as well as the sole 3D environment artist on the team. As an art designer, I was tasked with helping and directing our art team of about 6 members to make sure each of us were on the same page in terms of visual style of character designs, environment designs, marketing material, and narrative writing. Along with my fellow art designer on the team, we were tasked with creating the design document and the art bible for the game, as well as designing many reference materials for the team, such as character, level, and menu reference boards, mood boards, and concept sketches. ​

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As the only available member of the team with 3D modeling skills, I was also personally tasked by one of the project managers to be our project's sole 3D environment artist. Working alone on the game's 13 environments (14 including the world map) was a daunting task in the small time frame I had to work on the game, but I pushed through and was able to complete the job on time before our deadline. Each environment was based around a different music genre, so I used each genre's common visual aesthetic for their respective environments. I wanted to make sure each environment had proper thought and care put into it, so I made aesthetic reference boards, drew rough sketches, and planned out the layout for each environment I created.

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As one of the project leads, I was also tasked with helping out the other leads on conducting playtesting sessions. We had the testing open to any students from across the university who were interested, and sat them down to play the game. We watched them play, but didn't intervene unless specifically asked for help on something. While watching, we took notes of any feedback, reactions, and common behaviors we noticed from each of our players. We also gave each of our testers a survey link and asked them to, on their own time, answer the questions regarding gameplay, visual cohesion, etc., which we used to help correct any issues or concerns of our testers. In the end, the game wasn't as complete as we would have liked it to be, but I'm still proud of what our team had accomplished in such a short time frame and tight deadline.

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