Husk
Platform: Windows PC
Engine: Unreal
Language: Blueprints
Tools Used: Unreal Engine 5.2., GitHub
Duration: 11 Weeks
Completion: 2023
Role: Game Designer, Programmer, Producer
Overview:
Husk is a deckbuilder roguelike where you interact with the pop up book at the table to face off against challenging encounters. With triumphant victory you'll unlock clues to escape the tower your trapped in, and discover the secrets of this strange world.
My role on this collaborative project was the lead designer guiding other members towards a shared objective, clarifying gameplay concepts through rigorous documentation. In addition I served as part of the programming team to ensure we could complete the vertical slice in a timely fashion
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Gameplay Video
Story of Development
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The Brief:
I was selected for the team to develop Husk as part of the simulated studio unit at Manchester Metropolitan. We were given the brief of the game concept by our team lead and had 11 weeks to produce a functioning vertical slice for the university's game studio Cheddar Cat.
Designing Husk:
After initial team allocation and pitch of the game Husk I noticed that the concept for the game had to be repeatedly told to team members by our team lead. I felt frustrated by this as it detracted from the time that could be spent dividing tasks and familiarising ourselves with each other’s relevant skillsets. In order to assist this situation I tasked myself with creating comprehensive design documents for the game. I felt confident in my ability to accomplish this from my past internship experience, and was able to create quality documentation for the team to refer to so we could create engaging combat encounters
Developing Husk:
Due to inactive teammates on the development team, I took upon the task of developing some of the overworld systems such as the shell game and camera system. I felt nervous upon beginning this task as I was aware of the possibility for merge conflicts with other teammates developing the overworld. The process of working together on this amongst active teammates ultimately went well however, as we planned ahead to work in separate files and merge them manually in a meeting at the end of each week.
Development and Skills gained:
Whilst I was initially uncombfortable working with GitHub to develop a product alongside others, I grew to embrace the experience and flourish within my team. I greatly improved my competency with Unreal Engines Bluprinting language and UMG editor to create something we are all truly proud of
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Scripting
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I scripted all the UI elements to give much needed feedback to the player.
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I scripted several of the overworld mechanics.
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Camera System.
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Puzzles.
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Design​​
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I hardened the design of the initial concept working closely with the team lead to ensure we had a concrete vision going forward.
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I crafted comprehensive design documentation for the project.
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I designed and created the UI elements to be pleasing to engage with for the player.
Production
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I led stand up meetings engaging with the team to update everyone on our current progress. This allowed us to adapt our current development needs through an agile scrum methodology.