Alex GranerGame designer
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Project Bigfoot Prototype

Tools Used: Unity 5
Made: April 15, 2017 - April 27, 2017
Team Members: Autumn Scruggs, Alex Graner, Ian Harder, Eric Rivera, Angel (VO)


Game Description:
     You play as Agent Bigfoot, a member of the hidden Sasquatch society that is sent on covert missions to infiltrate human society and eliminate any evidence that could expose the actual existence of Bigfoot. This time, a famous photographer is arrested for illegal photos taken in the forest and among those images is a blurry picture of a Bigfoot. Using stealth and disguises, the player must get the picture and escape the area without being seen. (Story was a quickly put together for Demo's sake)
 
Prototype Purpose:
     Project Bigfoot was a rapid prototype of my team’s potential senior capstone project. We treated our prototype as a tutorial level, offering scripted events that taught player basic abilities while also sampling the game’s humor and overall style. This prototype was made in a week and a half by Autumn and myself with the help from artists for our school’s prototype event.
 
My Role:
  • Worked with team to establish game's themes: Stealth, humor/goofiness, story, and player agency
  • Led team and worked with everyone to create assets (programming, art, sound/dialogue)
  • Led development for demo's story, level, and gameplay events based on core themes
  • Scripted player interactions, tutorial events. and some AI behaviors
  • Built level from paper concept to prototype ship, implementing art and polish
  • Directed level's flow via dialogue events, objective/sub-objectives, and minute-to-minute gameplay experiences
Picture
     I worked with our team’s lead artist (Eric Rivera) to find an ideal art style that would complement our game’s tone, not only for our prototype/demo but also ground our art style for our game going forward. We accomplished this through a low poly, cartoony art style that helps translate our game’s goofy humor visually.

​     I also directed the sound designer as I helped write and direct voice lines so they not only clearly explained to the player what was going on, but also fit the current situation in an entertaining manner. I helped write the walkie-talkie instructions and plotted where they would appear along with the goal markers (gold star) to help the player constantly know what to do/where to go and why. I also directed and placed the game's cut-scenes.

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Demo Results:
               Although the prototype received very high scores from players’ feedback, survey scores, and peers/faculty, the team and I realized what we did right and what we need to heavily improve upon to make the game truly enjoyable.
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