AFTERSOME

  • PRODUCTION - AFTERSOME
  • PROJECT TYPE - Vertical Slice
  • DURATION - 3 Months
  • ROLE - Producer & Solo Developer
  • TEAM SIZE - 1
  • TOOLS USED - Jira, Confluence, G Suite, Discord, UE5, Maya
  • Aftersome is a first person adventure game about exploring the connection between a boy and his dog and their fated encounter with an approaching storm of the century.


    CONTEXT

    The goal of Aftersome’s Vertical Slice was to develop a focused, playable vertical slice within a strict 3-month timeframe, emphasizing:

  • A clearly defined and tested core gameplay loop.
  • A cohesive and polished player experience.
  • A realistic scope aligned with limited development time.
  • KEY CHALLENGES

  • Balancing and prioritizing all disciplines independently (design, art, implementation, production) while maintaining a clear vision of the end product.
  • Building sustainable development practices and systems to prevent scope creep while still achieving a meaningful level of polish.
  • Rapid iteration of gameplay mechanics over a short development time.

  • ROLE

    The game centers on an Arctic Hare navigating the harsh arctic desert of Ellesmere Island whilst seeking food, shelter, and discovering elements of the surrounding ecosystem, informed by real research conducted by researchers stationed in Alert, Nunavut.

    PROJECT MANAGEMENT

  • Defined production scope, milestones, and priorities to meet a fixed showcase deadline.
  • Broke down development into manageable tasks and deliverables.
  • Established a production pipeline using Jira and Trello suitable for a rapid development timeline.
  • Tracked progress and adjusted priorities throughout development using Jira and Google Sheets.
  • Wrote and organized project documentation, including design documentation of gameplay systems and mechanics. (Confluence)
  • GAME DESIGN

  • Balancing and prioritizing all disciplines independently (design, art, implementation, production) while maintaining a clear vision of the end product.
  • Building sustainable development practices and systems to prevent scope creep while still achieving a meaningful level of polish.
  • Rapid iteration of gameplay mechanics over a short development time.
  • ART & ART DIRECTION

  • Balancing and prioritizing all disciplines independently (design, art, implementation, production) while maintaining a clear vision of the end product.
  • Building sustainable development practices and systems to prevent scope creep while still achieving a meaningful level of polish.
  • Rapid iteration of gameplay mechanics over a short development time.

  • OUTCOME

  • Delivered a complete, playable vertical slice within the 3-month timeframe..
  • Established and proved a clear and functional core gameplay loop resulting in strong player engagement and retention during live demo.
  • REFLECTION

  • Strengthened my ability to cut scope and prioritize features core to the intended experience.
  • Improved my understanding of time management across multiple disciplines as a solo developer.
  • Learned the importance of defining what ‘done’ means early in development.

  • INTERESTED IN THIS PROJECT?

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