
Work IN progress
overview
Work In Progress was a client game made for Awesome Women In Construction (AWIC) between a group of 4 game developers part-time over a twelve week period. The game resolves around the player receiving tasks from Amanda to complete different jobs in TradesTown to receive certificates. The player will encounters a range of problems while on job sites and their actions will influence gameplay events making for diverse gameplay.
Our goal for the project was to create an experience that teaches adolescent female students in educational-manor the trades industry and the issues within it and how to solve and avoid them.
Concept Art of Props & Environment
Game Manager & Events
NPC Dialogue System
UI Art & Programming
Logo Design
Game’s Art Style
Map Design
Unity UI System & TweenService
Unity Nodes & Event Systems
Movement & Camera
Iconography
Client Collaboration with AWIC
project outcomes
Contributions

gameplay
CONCEPT ART DESIGNS
Interior Design Building
During the pre-production of Work In Progress it was my goal to create the game’s art style. I aimed for a smooth-rounded edgeless aesthetic with a light colour palette. During this time I created concepts for our buildings, environment props and logo design.
Skills Used:
Programs:
Construction Site
House V1
House V2
WIP’s Logo Design
Trade’s Town Headquaters
Electrician Jobsite
Plumbing Building
EVENT & GAME SYSTEMS
This was my first time programming a game’s event system and mechanics from scratch so this was intimidating at first. I learnt many valuable lessons after a few attempts. I programmed mechanics such as entering new scenes, game events to change to new events, interactions and a cohesive dialogue system.
Skills Used:
Settings Building
Programs:
This System
It was designed this way so designers could easily create new dialogue objects and drag into ‘Responses’, change Dialogue and Sprites by increasing the Element Number.
If I had more time I would’ve loved to implement camera shakes, emotion sprites and noise SFX to character reactions which could’ve elevated player experience.
This dialogue system features a node based system that responds to dialogue objects so there can be different responses to player choices.
It also features
- Truncate Text and Punctuation Ques
- Sprite Emotion Changes
- Element Configuration
NPC Dialogue System
Interactions were programmed In an event manager that would act upon which scene a player was in and if they enabled an event.
Designers could easily drop in and write in game objects to change the events or scene. It was also programmed that if players tried entering a place before an event occured no interactions opened.
Interactions & Events
BUILDINGS MAP DESIGN
Main Menu
When a player enters a building the perspectives changes and a new scene is entered. I took it upon myself to design the interior scenes for where the player would span, where a NPC is located and where the minigame would occur.
Skills Used:
Programs:
UI ART & PROGRAMMING
Towards the end of development of WIP I concepted UI sprites in figma and finalised designs in medibang. I programmed tween animations and functionality into the following menus; Main Menu, Credits, Pause, Win&Lose, NPC Dialogue, Certificate Sequence, Interactions & Minigame UI.
Skills Used:
Programs:
Pause UI
Credits UI
NPC Dialogue UI
Instructions UI
Win Minigame UI
Lose Minigame UI
Choose Trade UI
Certificate Sequence UI
Construction Minigame UI
Interior Design Minigame UI
Electrical Minigame UI
Interior Map Designs
TradesTown Map Design