Frest
Trapped in a new world, Riley must save the oppressed Cates from the tyrannical rule of 3 World Lords with their guide, Ben the Frog. Experience new mechanics, explore a new world, and tackle dangerous enemies in Frest.
Timeframe: Ongoing since August 2024 - Currently in Pre-Alpha
Team Size: 12 people
Roles: Creative Director - Lead Programmer
Scope: 15 - 30 minute experience, featuring a minimum of 9 levels and 6 unique mechanics, dialogue, and a lore codex.
Detailing technical implementation.
Given my history of programming and the current role of Creative Director, I was set as the Tech Designer.
As a tech designer, I took our designer’s ideas and broke it down technically into 4 sections: Intent, Player Input, Special Cases, and Engine Details.
Intent details the designer’s intended experience.
Player Input are prediction of how player’s interact with the system.
Special Cases are predictions of what might go wrong.
Engine Details are specific implementations or processes to use.
Leading the project.
As a Creative Director, I needed to ensure the vision of the project was consistent across production, and fully recognized by the team. I achieve this in a multitude of ways.
Firstly, I became a key thread in our game’s art and design pipeline - reviewing and deciding on assets.
To ensure consistency in knowledge across the team, I maintained our GDD. Balancing was to be fleshed-out by our designers, but the key points of progression, mechanics, and deliverables were handled by me.
To ensure our game was successfully targeting our audience, I created our testing procedures. We ran individual section tests by our experienced players to ensure they were fun, and ran tests of our overall level with new testers to make sure it was easily accessible.