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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