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Project WEeeee

Movement

Combat

Environment

Game Design

3D Art

Timeline:

8 months

In-game example of movement and tunnel environment

Protect your home as a forest spirit blessed with powers to help you cleanse the encroaching darkness corrupting life around you!

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Download the latest build here!

 
Overview

Project Weeeee is a low-poly 3D action platformer that was developed as my capstone project during my final year at Sheridan College for the Honours Bachelor

of Game Design program. Our 6-person team 

worked from September 2020 until April 2021 through numerous challenges to complete a version of our game for others to enjoy!

Contributions

Game Designer

• Collaborate with others to establish game concept, metrics, mechanics, gameplay loops, and documentation

3D Artist

• Boss designs, Boss models and animations

• Environment Assets

 
Goals

• Experience the full development pipeline with scrum meetings to keep us on track

• Gain experience as a game designer and a secondary role

• Collaborate on a long-term project within a small team

• Have fun!

Tools Personally Used

MayaSubstancePainterMiroHacknPlan, Photoshop, Google Workspace, Discord, Zoom, Unity, Github

Learning Outcomes

Learned the importance of scope management and realistic timelines; plan extra time for unforeseen complications and circumstances

• QA and playtesting are vital to game feel and balancing

• Gained more experience in 3D art elements such as modelling, rigging, and animating

• Remain open to ideas and constructive criticism - our game was an amalgamation of ideas and had we listened to advice on scope sooner we could have realized more of it

• One of the most important traits in a team is excellent and clear communication - if there's an issue or delay it should be mentioned ASAP

 
Planning Phase

We collectively created concepts then mashed together the elements we liked but would feel cohesive! 

Afterwards we spent a few weeks developing the game's mechanics, features, enemies, game flow, narrative, art style, and level design.

From there, we started production.

Challenges

On top of our game project, our team had additional assignments from various classes required to complete our Bachelor's degree. A few of our teammates, myself included, had been working part-time jobs alongside school and our game project, reducing our realistic work hours heavily.


Unfortunately, all of our members suffered from unforeseen complications at various points in our timeline, ranging from file corruption and program issues to heavy circumstances relating to personal life. A number of wrenches were thrown into our plans but we communicated as well as we could to support our teammates or resolve the issue at hand.

Sugar Glider Animations

Low poly corrupted sugar glider model for use as final boss of the tutorial, animation cycle includes:

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• Idle, Walk, Turn Left*, Turn Right*

• Scream, Screech Blast, Seed Spit*

• Hurt Left, Hurt Right, Knocked Down, Stunned*, 

• Glide, Tail Whip/Spin

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*Not shown in the video

Within Project Weeeee we had plans to implement a missions for the player to complete to increase the amount of corruption they cleansed. The corrupt flower would be a start point and upon completion of a mission it would bloom and become vibrant, leading to the surrounding area becoming cleansed.

A red spider lily I modelled for later inclusion in the game, it's of no significance to the game or story! I just wanted to throw it in to represent me as it's my favorite flower! 

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We found it faster to use pre-made assets for other environment pieces such as rocks, trees, and terrain.

Game Design Document

The GDD for Project Weeee was a collaborative effort across our 6 person-team where we collectively acted as game designers with additional roles. My contributions include initial formatting, research, and filling in various sections.

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