Rogue Bot - 3rd Person Shooter Game

Overview:

During the production of Rogue Bot, I served as the Producer, Game Designer, and Sound Designer, collaborating with a team of developers to design and implement features across multiple milestones over a two-month period for AIE’s Minor Production.

Platform: PC

Game Engine: Unity

Duration: Two Months

Team Size: 7

Roles:

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Project Roles:

  • Led the development team away from over-scoped ideas during the pre-production phase and throughout development, ensuring the project remained achievable within the given timeframe.

  • Maintained developer tasking using project management tools such as HacknPlan to ensure steady progress and task visibility.

  • Served as the primary point of contact for design decisions and overall project direction, facilitating clear communication across the team.

  • Authored and regularly updated the Game Design Document (GDD) and AI Design Document to reflect ongoing design iteration and project evolution.

  • Conducted QA testing and compiled player feedback surveys, which directly informed design refinements and overall game polish.

  • Designed a projectile-based combat system tailored to fit the robotic sci-fi theme of the game.

  • Implemented a rock-paper-scissors mechanic using three elemental types, each with strengths and weaknesses relative to one another to encourage strategic gameplay.

  • Created multiple level designs, first as 2D diagrams and later as fully implemented in-engine levels.

  • Established a sense of player progression by structuring the level into stages, each featuring new elemental enemies and rewarding the player with unlockable elements upon completion.

  • Designed AI combat behavior, mapping out the logic through diagrams that guided how enemies responded to player actions.

  • Heavily edited and repurposed Creative Commons sound effects to align with the artistic style and tone of the corresponding in-game assets.

  • Refined or replaced audio assets that did not meet the established quality standards or failed to match the intended aesthetic, ensuring consistency across the game's sound design.

Post-Mortem:

Rogue Bot was my first experience collaborating with a multidisciplinary development team. Initially, I struggled to find my role due to inexperience, while the rest of the team—though more confident—overestimated our capabilities and scope for the two-month project. I eventually persuaded the team to adopt more feasible ideas, but due to my own hesitation, I didn’t step into a clear leadership role, and the project lacked a consistent vision holder.

As both Producer and Game Designer, I juggled multiple responsibilities and often worked beyond scheduled hours to meet deadlines. The experience taught me key lessons: the need for assertive production leadership, the importance of clearly defined vision holders, and the value of understanding team strengths and limitations. Most of all, I learned to speak up when ideas fall outside the scope or feasibility of the project.

Note: All screenshots and the video reflect the work of the entire team (Programming, Art, Design, FX, SFX, etc).