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Dread Not

Project type

Asymmetric Co-op Game

Date

September 2024 - May 2025

Role

Producer & Team Manager

Game Description

The water is dark and incredibly cold. The pressure is intense, and the stakes couldn’t be higher...
After being attacked by a colossal sea creature, a small nuclear submarine outfitted for research is thrown into a high-stakes battle and must reach the surface before air runs out. Players take on the role of either the Pilot or the Mechanic and must work together to keep the submarine stable by communicating with each other, fixing failing systems, and navigating through perilous waters. Survival depends on the pair’s ability to work together under immense pressure. Failure is not an option.

Game Engine

Unreal Engine 5

A two player asymmetrical co-op game where one player is a submarine pilot and the other is a mechanic. Both must work together in order to make it back to the surface before their oxygen runs out or the creature hunting them sends them to their watery graves!

For this project, I again filled the roles of producer and team manager. Our team consisted of fifteen 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 programming-specific capstone and challenged me to fill the role of producer while additionally contributing more to the project than any others previously as a coder. Just like before, 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. The tech art related assets for the game I contributed to in order to fulfill my role as a programmer include the caustic lighting and outline shader indicating interactable objects found within our environment. Overall, I have to say getting to be a part of this team was a wonderful experience, and I once again grew in ways I hadn't expected as a leader. I hope to develop with some of these teammates again and am otherwise excited for whatever projects they create next.

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© 2025 Sarah R Ziebarth

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