Action Adventure
After a long day at work, graffiti artist Brandon Sims invites his friends over for a movie night in his backyard. The group celebrates extensively until they try a new drug. Shortly after, Brandon loses consciousness and finds himself in his shed. But something is different, he has shrunk to the size of a pack of cigarettes and his friends have turned into scary lizard people. Brandon sees his normal sized body sleeping on a chair in the garden through a broken window. He has to solve some puzzles and fight his supposed friends to get into the garden and get to his real self.
Student project
High concept: Witcher meets Grounded
Teamsize: 11
Role: Producer / Coder
Production time: 6 weeks
Date: 2021
Engine: Unreal Engine 4
"Tiny Trip" was the final project at Mediadesign Hochschule München, aimed at creating an action-adventure game that embodies the spirit of the Witcher and is set in a world like Grounded. Our team was able to merge unique elements with familiar themes to craft a unique and recognizable environment. Over the course of six weeks, our team developed a comprehensive combat system complete with AI opponents and two fully functional levels that guide the player through a shed and garden. The player must engage in battles and solve puzzles as they make their way through the environment, adding an extra layer of challenge to their journey.
As the producer of "Tiny Trip", I had the opportunity to be a part of a truly innovative and exciting project. From the very beginning, I was tasked with overseeing every aspect of the game's development, from the initial concept and design to the final release.
One of my key responsibilities as producer was to manage the development team, ensuring that everyone was working together effectively and that the project was moving forward according to plan. This required strong communication and leadership skills, as well as the ability to manage resources and timelines.
One of the most rewarding aspects of my role was setting the creative direction for the game. I worked closely with the design team to ensure that the game mechanics, storyline, and visuals were all aligned with the overall vision for the project.
Overall, my role as producer was both challenging and rewarding. It required a wide range of skills and responsibilities, from project management to creative direction and resource allocation. I am proud to have been a part of such a fantastic project.
I was in charge of the development of several key elements of the game's combat system:
These elements combined to create a dynamic and immersive combat experience for players, with customization options and strategic elements to keep gameplay fresh and challenging.
As the creator of the climbing system in "Tiny Trip", I was responsible for designing and implementing a feature that greatly enhances the player's ability to interact with the environment. The climbing system allows players to climb obstacles and navigate through the game world in a much more dynamic and intuitive way. This addition not only adds a new level of excitement and challenge to gameplay, but it also expands the player's options for exploration and problem-solving.
As the developer of the movement system, I utilized rootmotion to create a smooth and intuitive experience for players. This approach to character movement ensures that the player feels like they have direct control over their character, with every action feeling responsive and natural. The use of rootmotion allows for a level of realism and immersion that is essential for players to fully engage in the game world.
I utilized the Niagara particle system to bring life and visual excitement to the game world. I was responsible for designing and implementing particle effects that enhance the game's aesthetics and reinforce the action taking place on screen.