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Copyright ©2019 Pete Borsch. All rights reserved.

GREYSCALE

Producer

3D Puzzle Platformer - Unreal Engine 4

 

PORTFOLIO PROJECT - 2.5 MONTHS

What I did

  • Overview

    • Managed 11 weeks of pre-production

    • Planned and managed the production pipeline during pre-production

    • Introduced sprint and task management practices using HackNPlan

    • Trained junior producer in proper production practices to ensure successful transition

  • Pre-Production​

    • Established SCRUM practices

    • Established the design pipeline

    • Set quality standards and expectations for team

    • Worked with the team to accommodate their busy school schedules and rearranged tasks so they could be completed at the highest level of quality possible

    • Created high-level Gantt charts for 11 weeks of pre-production, 22 weeks of production and 11 weeks of post-production

    • Oversaw delivery of prototype

PROJECT METRICS

 

CHALLENGE POINT

No engineers

  • Problem

    • No engineers during pre-production cycle

  • Solution

    • Eliminate game features heavily reliant on programming

    • Effective use of available resources

      • Work with instructors with vast knowledge of Unreal Engine 4 blueprints

      • Go to Unreal Club at school to ask questions

      • YouTube tutorials

  • Outcome

    • Successful delivery of prototype

 

GREYSCALE SCREENSHOTS

WIP Prototype

These screens show the progress of the early prototypes for the grey and yellow islands in Greyscale

 

FUN FACT

Greyscale is being developed by four design students. No artists or engineers are involved in development

 

Concept Player Character Kuutio!