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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: myselfJoseph ArandaKayci LyonsMichael 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

  • 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

  • Liaised between different departments (Audio & Art)

  • Produce quality builds on a weekly basis 

  • Recorded gameplay footage across all builds and gathered team members interview responses to compile into a Postmortem Analysis video.

  • Edited Postmortem Analysis video.

Game Designer

  • Worked with team to design unique and fun puzzles within the mechanics and framework of GravityWorks

  • Build numerous levels / segments / 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

  • Implemented final art work across several levels.

Developer

  • Custom scripted of End Piece system

  • Custom scripted Pressure Plates & Doors

  • Custom scripted Ice Blockades

  • Custom scripted Inverted Gravity volumes

  • Custom scripted Death / Damage volumes

  • Custom scripted Level Loader system

  • Custom scripted Message System

  • Custom scripted Background Music Manager

  • Countless misc. scripting tasks such as tutorial level guides, base character movement, additions, revisions, & removals of existing scripts for bug fixes, etc.

Lead QA

  • Created a centralized list for recording found bugs

  • Created a playtesting form for outside playtesters to express their opinions to the team

  • 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

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