The Target

 

General Information:

Genre: First Person Shooter

Client: MoTown Gamers

Project Completion: May 2012 

Platform: iPad Exclusive

Project Length: 15 Weeks

Role: Lead Designer / Team Manager

Team Size: 7

Gameplay Features:

– iPad Exclusive

– WiFi Multiplayer

– Innovative Control Scheme

– Interactive Ready-Room

– Customizable Loadout

– 7 Weapon Types

– And Many More!

In the capstone course of the Game Design Specialization (TC498) we were broken up into four teams to work directly with clients for the duration of the semester. Our team worked with MoTown Gamers to create a Tactical First Person Shooter for the iPad. This project was developed as a Research Prototype and served as an incredible learning experience. Our team worked on many new, innovative and creative ideas to create an excellent prototype that MoTown Gamers will use as a launchpad in the near future.

I served as the Lead Designer and Manager on The Target, a project that heavily emphasized time and resource management. This was our first long term project in the game specialization (15 Weeks of Development), which was quite a large adjustment from the shorter 5-6 week projects our classmates had been used to. At first glance, all of this “extra time” could be looked at as a more laid back atmosphere…quite the contrary. When given “extra time”, much more is expected of your project. As a manager, you must find ways to keep your team motivated throughout a long project timeline, keep resources coming in at a steady rate, and make sure that you scope accordingly.

Scoping accordingly was somewhat of a difficult subject however, as this project was a Research Prototype. Basically, our clients wanted as many features as possible integrated into the prototype, without focusing on heavy polish in any particular area. This meant we had to design, program and balance these features at an accelerated rate. Features were never perfect or worked flawlessly, but we were about to produce an overwhelming amount of content during our time on the project.

In the end, this was a great project to work on. Not only was I able to tread uncharted territory (within the scope of our specialization), but I was also able to work on an entirely different skillset, expanding my knowledge of prototyping workflows.