
Gruttel Scuttle
Casual - Strategy - Colony Management - Cute
Help the cute alien Gruttels save their home planet from incoming rubbish!
Oversee a colony of cute but helpless creatures, guiding them to collect the trash pouring into their land. Using the potent Nana Betsy ready meals from space, give the Gruttels different powers to help them. The more rubbish fills the level, the more stressed the Gruttels will get, and if the stress bar fills it's game over. Endure all the litter waves though and you win the level!
Role: Game Designer
Format: Unity 3D Game, PC
Project Type: Student
Team: TrojanMouse
Team Size: 15 developers
Duration: 8 months
Personal Contributions (hover over!)
Systems Design
Design, communication, prototyping and coding of multiple systems including the core gameplay loop and the recycling machines.
Integration
Adding assets from 3D character models to scriptable objects to the Unity project and functionally linking them all together. Also testing for quality assurance before committing.
Presenting
Creating clear elevator and green light pitch presentations as well as presenting them and answering questions from a variety of audiences.
Bug Fixing
Searching through the Unity hierarchy, script references, patterns in glitches, and git commits to find sources of issues; and of course working with coders to resolve them.
Production
Coordinating scrum and sprint planning meetings, as well as regularly updating the team's Trello board. Importantly also checking in with every team member regularly.
Version Control
Using Git repositories via the client Fork and git flow to manage many branches of development. Utilising Git Issues to track and provide data on bugs.
Additional Inputs
Roles & Responsibilities
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Made flowchart diagrams to communicate systems to the team.
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Collaborated with other designers to plan and create functional level blockouts.
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Helped to build the game's Itch.io page and populate it with content.
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Organised and maintained the team's OneDrive for storing and displaying completed and in-progress work.
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Often compiled builds.
Game Design
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Designed the game from high concept gameplay loop to individual systems and mechanics.
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Created tools with programmers to make system implementation and balancing easier for designers.
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Worked primarily in engine, knowing the project inside and out so I could easily integrate and link assets as well as assist others working in Unity.
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Production & Scrum Master
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Planning and encouraging participation in Agile Scrum practices such as sprint planning, self-monitoring tasks on a Trello/Kanban board, and daily stand-up meetings.
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Checking and maintaining that the team and their Trello tasks were balanced.
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Emphasising upcoming milestones to keep the project on track.
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Most importantly (to me), caring for my teammates and checking in on their well-being.