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August 2017 - November 2017

Independent development

During the development process for KataklizmaI developed this game as a side project and alongside Kataklizma. My reasoning was because of how much i wanted to develop my own skill and learn, but also because of lack of work for myself as a designer during Kataklizma. I done so much that it was hard to find new tasks. So i let our lead for Kataklizma give me tasks as they were found or requested and required.

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During this side project, I further identified my personal strengths and weaknesses. I learned from the development experience and put myself in a position to try and recover or set myself to succeed the following time and period.

The Regulator: "Don't stop the flow!" - 2017: CV

The Regulator: "Don't stop the flow!" - 2017

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Independent side project to Kataklizma

I juggled between Kataklizma and TRDSTF constantly trying to develop skills and develop my Design, Art and Programming ability's.

I found this to be a significant challenge and realized my confidence to not document the project in GDD format and write before producing was my downfall.

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I developed a ton of thing's featured bellow.

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As the Student Developer -

I designed the user experience, programmed all game functionality and artistically developed the scene lightly.

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My own work included:

  • Hud

  • GUI

  • Inventory system

  • Weather system

  • Pipe interaction

  • World interaction

  • Objective system

  • Alerts system

  • Player controller

  • Economy

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The lessons i learned were:

  • Even if your on your own document absolutely everything before you produce a feature!

  • Develop a GDD or Trello as you would do if in a professional environment even if your independent

  • How to not ruin your development pipeline

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Software used -

Maya

Unity

PaintDotNet

Photoshop

Visual Studio C#

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The projects time frame was expected to be 12 - 22 weeks. But had complications it has been cancelled until the pipeline has been developed.

It is and was a SOLO project.

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Post mortem -

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What went right?

  • I got the core game-play mechanics working and playable

  • The game was playable and did work before 1.0a

  • Received lots of positive feedback surprisingly!

  • I learned enough that i am satisfied with the state of the project, and the skills I learned I would like to take to the next and return one day to Finnish what I started!

  • The game visuals kept breaking at one point that they visually went invisible and popped in and out of the screen depending where you were in relation to said canvas

  • My second monitor broke through accidental damage and made it hard to program for a bit

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What went wrong?

  • The game space for 2D was not effective for the visual desire of the final product

  • Converting the 2D based code to 3D vectoring was going to take a lot of time and effort

  • I did not have enough time to develop and distribute this product to help my financial situation

  • I put myself under excessive pressure juggling between my team, my game, my neighbors and my co-workers and rendering assistance in the class


What would i do differently?

  • Limit myself to a maximum workload and working pace

  • Get rest to improve my performance and effectiveness

  • Scope much smaller till I have the time to develop something this large

  • Re-evaluate the scope through user story's and whats required for the game to be 100% playable without extra features.

The Regulator: "Don't stop the flow!" - 2017: About
The Regulator: "Don't stop the flow!" - 2017: ProGallery_Widget
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