top of page

Scrapper's Paradise

Platform:

Windows & Mac

Tools Used:

Unity, Perforce,

Visual Studio - C#

Duration:

2.5 Months

06/2016 - 08/2016

Team Size:

5

Role:

Project Lead, Producer, Game Designer, Developer, Lead QA

Overview

**The game play video above should start around the 15:30 mark - this is the area I personally designed from the ground up. While, I helped the entire team as often as I could I can not take credit for the original idea for the other areas.

Scrapper’s Paradise – Download
Scrapper’s Paradise Postmortem
Full Gallery of Scrapper’s Paradise

Team: myselfSpencer Crume, Patrick O'Brien, Dezmon Brown, Derek Sharp

 

Game Controls: 

WASD / Arrow Keys – Move

Mouse Movement – Camera Movement

Left Mouse Button – Use ‘Gravnul’

Space – Jump

F – Toggle Flashlight

C – Crouch

Left Shift – Zoom Camera In / Out

~ (Tilde) – Cursor Lock / Unlock

This was an assignment issued at the end of my Associate’s degree path at Full Sail.  There were two previous classes where we worked individually to lay out the ground work (developing ideas, creating maps, blocking out that map within Unity [inclusive of setups]) under one Design Vision document.  This was to prepare us for the final class, within the Associate’s degree path, where we took those individually created areas and combined them with five to six of our classmate’s areas.  Utilizing Perforce as our primary source control, our team spent that final month discussing how to fit all of our areas together, how to make it feel as if these areas were originally designed to all be played in sequence, generally, how to make the experience feel seamless and cohesive. All-in-all, I think we did a great job and I can’t wait to see what I’ll be able to accomplish at the end of the Bachelor’s degree!

NOTE: All video & screenshots reflect the work of the entire team (art, FX, SFX, code, design, etc).

Dev & Gameplay Pictures

00
01
07
02
06
10
05
04
03
08
09

Detailed Info

Project Lead / Producer

  • Led numerous AGILE type meetings to set up the base level flow, and 'daily reports'

  • Lead / Encourage the entire team to complete their assigned tasks in a timely fashion

  • Ensure team is working collaboratively so that all assets created work in concert with each other

  • Produce quality builds on a weekly basis 

Game Designer

  • Worked with team to design unique and fun puzzles within the mechanics and framework of Scrapper's Paradise

  • Build numerous areas / setups in Unity​​

  • Adjust existing level geometry to improve player flow based on feedback provided by QA notes

  • Work with team to create, place, and trigger FX for greater player feedback

Developer

  • Custom scripted of Door Piece system

  • Custom scripted Pressure Plates & Doors

  • Custom scripted Turrets

  • Custom scripted Exploding Crate system

  • Custom scripted Treasure Chests

  • Custom scripted Water Station system

  • Countless misc. scripting tasks such as additions, revisions, & removals of existing scripts for bug fixes, etc.

Lead QA

  • Created a centralized list for recording found bugs

  • Facilitated several play test sessions that included both experienced and new gamers

  • Play tested game myself extensively per iteration and recorded found bugs on proper form

  • Reviewed outside playtesters feedback and relayed their opinions to the team

  • Incorporated applicable feedback to improve game

Joshua Schramm

Game Designer

Frequently

Visited Pages

Social

  • Grey LinkedIn Icon
  • Grey Twitter Icon
  • Grey YouTube Icon

© 2023 by Joshua Schramm. Proudly created with Wix.com

bottom of page