


In this course, we created weekly levels focused on vertical slices of concepts based on game design patterns that we identified and using fundamental principles of architecture to keep them focused and whole.- Used the floor plan to create the graybox in Unity


- Created more models
- New table design to fit the cyberpunk aesthetic
- First incorporation of central leaf design. Designed by artist and I.

- Echoed leaf design above the bar, on the pillars, and for the vases to keep the space grounded and whole
- Connected cubic chandeliers to the tables to indicate a place of social gathering
- Removed table plants as it crowded the table space- Balanced workload between members using a trello board (seen below)
- Applied time estimate and logged actual time spent on tasks
- Each of the four members would spend around 7-8 hours on average per week


After the success in the 2024 GMTK Game Jam as a Top 40 Most Rated game, we wanted to expand the gameplay variety through various game modes. As a designer, I needed the tools to quickly create and balance any game mode in a way that was scalable and easy to manage.The programmer and system designer created scriptable objects to store various aspects of a game mode and make it customizable for me to use.


- Enemy SO and Enemy SO List store a wave of snakes and a list of waves respectively- Since new players were struggling to survive, I balanced the beginning of the game to lower the initial amount of enemies and slowly increase the spawn rates as the player grows their army
Since our target audience was more casual to mid level, this helped keep players invested when we went to various events such as GDC and PAX East as they learned the ways of the frog.