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DEVELOPMENT CORNER

Nicole Ng

Esc:RNG (Unity2D)

A 2D top-down roguelite shooter with an emphasis on modern pixel art aesthetics and procedurally generated levels.

It was developed for a group assignment, hosted back in 2022. The main objective was to escape the game's universe made by magic-wielding developers.



I was initially appointed the UI/UX Designer but would later convert to being the SFX and QA Designer for the entirety of the project due to artists wanting more control on the assets and direction of the visuals (I do not make my own SFX/BGM).


This was quite a complicated project to work on as there were too many designers yet too little artists. So while there were many ideas and improvements planned, there was not enough time or resources to achieve the results we were all hoping for in the end. There are still a lot of areas to improve on but the project was unfortunately cancelled by the end of the 6 months development period as we were all graduating and moving on to our internships.


Pitch:



Some images of gameplay:

Weapon Combine Machine

Boss Battle

Regular Enemy Battle


Things I did as a QA:

Since I have a background in programming and I was able to use Unity and GitHub unlike the other game designers, it made sense as a team to assign me to this role. However, it is my first time being put in charge of validations and thus, the documentation I set for everyone to follow for testing was quite unorganised and it was hard to keep track of progress. But this was how issues were communicated across all streams at the time.


I've made sure to include the 3 most important details for a validation document which are the environment it was tested in, the priority of the bug and replication methods.



Now after having more experience with checklist and validations, I will be using a more organised document type like spreadsheets to handle validations. However, there are downsides to using that method for documentation as videos and images can't directly or clearly be viewed and so, a 3rd party application has to be used.


Things I do as a SFX Designer:

As I mentioned initially, I do not make my own SFX/BGM, as my tasks were to look for assets that fit the game, anything from gun shots to dungeon ambience. I kept the list of the assets I found and allocated space for them in a spreadsheet, which was used for tech implementation, including a description on when the asset would be used.

CC Attribution - Free to use for any purpose including commercialisation just give credits

CC 0 - Free to use for any purpose including commercialisation


Things I do as an UX Designer:

The wireframes were to give the artist and tech teams the direction for asset creation and UI implementation. All wireframes were suppose to be using placeholders but it ended up being the final UI we used in the game due to time constraints.






The direction we initially went with was fantasy sci-fi, hence, the more fantasy-like UI, but the theme was changed throughout the development process and ended up being retro sci-fi, which made the UI no longer suitable for the game. Nevertheless, it was used to support implementation and check for what UI elements was missing.


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