ASTRO HUNTER
(2023- 24)
We aimed to create an arcade-style VR FPS experience with a satirical setting inspired by 'retro-futurism' and the 'Roaring Twenties'. I was the dedicated producer of this project, and it was my first VR project.
This was new territory for me, entering the world of VR technology and game design. Not only did I learn about the opportunities VR brought to the game industry, but also its major issues, further explaining why it's taken so long to commercialise and popularise. During development, I found that interaction, its most prominent feature, was where most of the issues appeared. Gathering user experience in comparison to typical games brought more factors under scrutiny. Player motion sickness, discomfort with reaction speed and UI. I considered this project a success with many ups and downs.
ISO TRAUMER
(2021)
A gothic horror narrative where the Player Character's memories are unlocked through cryptic audio from puzzles. I managed the project and provided 2D art and audio mixing/recording.

Not the first game I had built with a team, but this game is where I learned the most important part of being a producer, and that was not to be a director. I learned to take team feedback and plan out playtests, which sparked my interest in the topic and clarified what facilitation really meant. By acting on the needs of individual team members rather than just the project's objectives, I understood the need for agile practice and self-awareness of how teams function organically at their best.
DEVELOPMENT
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The team was versatile, and half were experienced in VR. The vision was focused as a result of early pre-production planning during the summer to ensure the vision was both realistic and exciting. However, I learned the root cause of negitive symptoms that affected the team.
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Our lack of attention to the hierarchy affected coordination and means of adaptation. However, this was identified during pre-production and solved by gradually developing a team structure for greater autonomy and flexibility.
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Hierarchy within groups can be both organic and artificial; these structures influence the relationships between team members, affecting coordination. In software development, adaptation is crucial, requiring a fluid and objective approach.

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