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).