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Boogie Beyond
Project type
VR Rhythm Game
Date
October 2023 - September 2024
Role
Producer & Team Manager
Game Description
It's 1988, and you are a no-nonsense detective who's been tasked with infiltrating a mysterious nightclub known only as Club Cosmic. Groove your way through the otherworldly crowd looking for evidence, dance battle the glamorous monsters who try to stop you, and ultimately uncover the figure behind all the smoke and mirrors... or succumb to the boogie fever!
Game Engine
Unreal Engine 5
A virtual reality dance game that contains heavy influences from Disco and 80's culture, as well as glamorous eldritch monsters...
For this project, I filled the roles of producer and team manager. Our team consisted of fourteen total developers who met twice a week for regular Scrum meetings and work time as a scheduled class on UW-Stout's campus. This college course served as my art-specific capstone and allowed me to fully embrace my skills as a producer for the first time, the responsibilities of which came with a wide range of tasks. Assisting the rest of my team with the design of the game, keeping everyone on task by sending out reminders and using Planner within Microsoft Teams, managing our group time sheet in Excel, organizing our Sprint presentations, and generally being in charge of our team's Design Document and Pitch Deck were the primary duties I carried out throughout the project. If ever problems between members arose, they would individually message me in full confidence that I would do my best to work out the issue with everyone involved, and I similarly provided feedback and advice wherever and whenever it was needed. Due to being a dual major in art and programming for game development, there were also a number of occasions in which I would be the bridge between our artists and coders when it came to communicating about assets, mechanics, or other functions of the game. Last but not least, I additionally contributed to the creation of a couple tech art related assets for the game in order to fulfill my secondary role as an artist, including the disco ball and lightup floor materials found within our environment. All in all, getting to be a part of this team was incredibly fun, and I definitely grew a lot in terms of being a leader. Working with so many different people was both challenging and exceptionally cool; I look forward to potentially developing with some of these teammates again and am otherwise excited for whatever projects they create next.

