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DEATH DRIVE

Producer |Team Size: 8 |Unity 

Dev Diary:

DEATH DRIVE was created for my Traditional Game Development class at the U, with the combined talent of six talented students and four months of development time. Its quality earned it a position on the shortlist of possible nominations for the IGDA Utah Game Dev Award 2021.​ Even though we were limited with our small team and few skills, I am extremely proud of what we made together.

  • During development I worked as Producer, addressing hurdles such as the unavailability of one of our key artists for a significant portion of the development cycle. When this obstacle arose, I made sure to allocate team energy and resources to the vital tasks needed to get the game done.

  • Employing an Agile methodology, supplemented by efficient utilization of Trello, I ensured seamless coordination and clear expectations for each team member.

  • Weekly stand-up meetings with me acting as SCRUM Master served as a cornerstone for maximizing productivity and swiftly addressing any problems that arose during development.

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