Grapple
Grapple: A Fast-Paced Locomotion-Driven Game
As the Lead Designer on Grapple, my graduate project, I led a 17-member team through an intensive 8-month development process to bring this dynamic, movement-centered game to life. In my role, I managed a design team of five, guiding the creative and technical aspects of our locomotion-driven gameplay while ensuring cohesion across all departments.
My responsibilities included coordinating with programmers, artists, and fellow designers to maintain a unified design vision centered around rapid, engaging locomotion mechanics. I implemented level streaming within UDK to optimize workflow efficiency between artists and designers, along with creating cinematic cutscenes using Kismet visual scripting and Matinee. Additionally, I contributed directly to gameplay by designing, prototyping, and implementing key features and events in UDK, helping Grapple deliver a polished, fast-paced player experience.
On Grapple, I was the Lead Designer of a 17 member 8-month graduate video game development team. My duties included:
- Managing the design team in creating & implementing a fast paced locomotion driven game.
- Coordinating locomotion centered design to programmers, artists, and designers.
- Implementing proper Level Streaming for optimal workflow between artists, and designers in UDK.
- Implementing cutscenes using Kismet visual scripting and matinee.
- Managing the design team of 5 designers in creating & implementing a fast paced locomotion driven game.
- Designing, Prototyping, and implementing gameplay features and events within UDK using Kismet visual scripting.