
GravityWorks
Platform:
Windows & Mac
Tools Used:
Unity, Perforce,
Visual Studio - C#
Duration:
5 Months
09/2017 - 02/2018
Team Size:
5
Role:
Project Lead, Producer, Game Designer, Developer, Lead QA
Overview
GravityWorks: All Builds
GravityWorks: Development Journal
Team: myself, Joseph Aranda, Kayci Lyons, Michael Smith, and Darby Wall
Game Controls: In each builds’ Build Notes document or in-game menu "Controls"
This project tasked our team with creating a game based off select student pitches. Our team was fortunate enough, that out of the six pitches selected (out of 30+), four of them came from us – ultimately we decided to go with GravityWorks (which is the game pitch I created) and we began work. We’re still in the middle of development for this project, so use the two links above to keep an eye on it: the ‘All Builds‘ link will take you to a Google Drive folder where you can see all of the builds we’ve made thus far with a companion document called Build Notes which will help you get acquainted with the controls and give you a heads up of any known bugs; and, the ‘Development Journal‘ will detail the the process we took to get where we are (and highlight my individual contributions to the project).
NOTE: All video & screenshots reflect the work of the entire team (art, FX, SFX, code, design, etc).
Dev & Gameplay Pictures
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Detailed Info
Project Lead / Producer
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Lead / Encourage the entire team to complete their assigned tasks in a timely fashion
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Ensure team is working collaboratively so that all assets created work in concert with each other
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Liaised between different departments (Audio & Art)
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Produce quality builds on a weekly basis
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Recorded gameplay footage across all builds and gathered team members interview responses to compile into a Postmortem Analysis video.
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Edited Postmortem Analysis video.
Game Designer
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Worked with team to design unique and fun puzzles within the mechanics and framework of GravityWorks
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Build numerous levels / segments / setups in Unity
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Adjust existing level geometry to improve player flow based on feedback provided by QA notes
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Work with team to create, place, and trigger FX for greater player feedback
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Implemented final art work across several levels.
Developer
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Custom scripted of End Piece system
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Custom scripted Pressure Plates & Doors
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Custom scripted Ice Blockades
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Custom scripted Inverted Gravity volumes
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Custom scripted Death / Damage volumes
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Custom scripted Level Loader system
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Custom scripted Message System
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Custom scripted Background Music Manager
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Countless misc. scripting tasks such as tutorial level guides, base character movement, additions, revisions, & removals of existing scripts for bug fixes, etc.
Lead QA
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Created a centralized list for recording found bugs
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Created a playtesting form for outside playtesters to express their opinions to the team
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Facilitated several play test sessions that included both experienced and new gamers
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Play tested game myself extensively per iteration and recorded found bugs on proper form
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Reviewed outside playtesters feedback and relayed their opinions to the team
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Incorporated applicable feedback to improve game



















