LET'S MAKE GAMES!

Thank you! Your submission has been received!
Oops! Something went wrong while submitting the form.

My Roles: LEAD DESIGNER, DIRECTOR
Team of 8
Made in Unity

Visions 2023 FSU Honors Exhibition Winner

Tower Tanks is a 2D Couch Coop Management Game where players crew the interior of a giant tank, handling various tasks as they try to keep their tank running through an onslaught of equally tall tower tanks!

CONTRIBUTIONS

  • Pitched and designed the initial concept for a coop multiplayer management party game involving tanks that could be dynamically constructed and destroyed during gameplay.
  • Wrote and maintained initial design document for project.
  • Directed team of 9 through continuous development, working closely with engineers, artists, and sound designers to communicate design decisions.
  • Acted as semi-producer and project manager, organized team meetings, updated documentation, and utilized Agile workflows each week.
  • Assisted with code-related issues and implementation.
  • Setup and observed multiple external playtesting sessions. Recorded and iterated upon player feedback in order to improve the gameplay experience.
  • Features I Designed:
    -Player Mechanics & Input
    -Layer System
    -Interactable System
    -Building & Repair Mechanics
    -Enemy Encounters
    -Difficulty Scaling
    -Sound & Music Presentation

GAMEPLAY TRAILER

DEVELOPMENT PROCESS

Tower Tanks began as an Advanced Game Workshop project in September, 2022. My inspirations behind the idea came from multiple sources. I'm a big fan of couch coop party games such as Overcooked, Unrailed!, or Gang Beasts and the chaotic experience those games provide when you hand four people a controller and tell them to "figure it out". Often what I find makes these games fun and memorable for players, though, is when things tend to go wrong and the players are able to laugh at themselves and the wacky situations they find themselves in.

My goal when designing Tower Tanks was to mix this chaotic group energy with a more strategic management game. My biggest inspiration for this side of the game was Steamlands, an old flash title by Nitrome from 2011 that featured fully customizable tanks made of blocks. I remember thinking to myself: "This seems like it would be REALLY fun to play multiplayer."

Though I was convinced combining dynamic strategy elements and chaotic coop gameplay would work, I figured out early on in our project's initial 5 month development period that it would take some creative problem solving in order to make it actually fun to play.

As my team's lead designer and director, it was my job to find these problems and communicate our proposed solutions to the team. I did this through constant QA and playtesting, getting people together for playtests whenever possible. I would then communicate with my team through weekly standup meetings, illustrated design graphics, and milestone lists, as these were the best ways to keep my particular team on the same page.

I always kept the core vision for the project in mind, with the players' experience being at the forefront of my decision-making.

-----------------------------------------------------------------

As of spring 2024, Tower Tanks is in continuous development by a new team consisting of myself and 8 other talented devs. Many players supported Tower Tanks 1.0 and I felt like the project was worth continuing, so I took the time to ask around and onboard some new people to help our small team achieve our goals.

We are currently in the process of overhauling the game's gameplay, art style, and scope. Directing a team of 9 people who are all working fully remote is no easy task. Thankfully, we are utilizing professional tools such as Jira to better organize the next couple sprints and speed up production. It's been going very well so far!


Sneak peak of recent development:

We hope to bring the game to more players by the end of the year via kickstarter and indie showcase events. I plan to start a DevLog in the near future for anybody interested in learning more about Tower Tank's development.

MY WORK ON TOWER TANKS

Click VIEW to see examples of my work!

VIEW DESIGN DOC

Player Mechanics

Designed, tested, and iterated upon player movement, input, and UI in order to make navigating and operating the tank easy for players to pick up, play with, and understand quickly.

VIEW

Layer & Interactable
Systems

Designed the game's core layer system that makes up the structure of the tank. Designed a system of interactable stations that can be built by players on these layers that require different inputs to use.

VIEW

Enemy Design &
Balancing

Designed enemy encounters and difficulty scaling. Used Excel and internal playtesting to tackle systems design for the game's resource economy in relation to enemy design in order to ensure good pacing and challenge.

VIEW
BACK TO TOP