Renegade 17
ROLE
Designer
DESCRIPTION
The Extendables, our dedicated team of seven, on an exciting journey over four months to create a game from scratch. We organized our workflow into two sprints each month, utilizing tools like Confluence and Jira to efficiently manage tasks, track progress, and prioritize work. At the conclusion of every sprint, we showcased our work through engaging videos, highlighting the tasks we completed and the milestones we achieved. This collaborative effort not only honed our skills but also strengthened our team's bond.
YEAR
2020
GENRE
First Person Shooter
PLATFORM
Itch.io
Trailer
Link to Game

Preproduction Milestone 1
For the first milestone of preproduction, I was tasked with creating a menu system that loads into a test level. I developed an AI that attacks the player when they get too close, providing visual feedback by flashing the screen red. The AI lifts the player up slowly, inflicting damage upon contact. As a team, we jumped in a bit too fast, which made it challenging to create Jira tasks, and our communication needed improvement since we were new to working together.
Preproduction Milestone 2
Milestone 2 marks a significant progress point in our first of preproduction. We continue to focus on developing features inspired by Half-Life 2. This time, we've improved our task distribution through Jira and enhanced our tracking of hours worked. As a result we’ve successfully implemented more features from the game, setting a strong foundation for our project moving forward.
First Month
Game Systems Integration Milestone 1
For our first milestone in game system integration, I focused on creating a fun sewer level. Players engage in a Simon Says mini-game to unlock doors, adding an interactive twist. The level features several jumping puzzles that challenge players' agility. When facing the boss, players can't rely on their weapons; instead, they must cleverly lead the boss into a room and use a flame barrel to stun it, allowing them to activate a button that engulfs the room in flames to defeat the. It's designed to provide an exciting and unique experience!
Game Systems Integration Milestone 2
For this milestone, I designed a level where the player must battle their way through various train cars to reach the front of the train and activate a lever to stop its progress. The level is timed, with a countdown displayed at the top of the screen. If the player fails to reach the lever before time runs out, the level ends, adding an element of urgency and challenge to the gameplay.
Second Month
Game Balancing Milestone 1
During this milestone, we reviewed all of the elements we had developed up to that point and made decisions on what to keep and what to cut. After refining the content, we consolidated everything into one large level. I designed The Slums, an old city that has fallen into a sinkhole and is gradually filling with acid. This setting not only presents environmental challenges but also enhances the atmosphere of decay and danger in the game world.
Game Balancing Milestone 2
For this milestone, I created a level where the player must battle through multiple train cars to reach the front of the train and activate a lever to stop its movement. A timer is displayed at the top of the screen, and the player must beat the clock to avoid failing the level. This design combines fast-paced combat with time-sensitive objectives, adding an extra layer of challenge and urgency to the gameplay.
Third Month
PNP Milestone 1
For the first milestone of PNP, we are focused on completing any unfinished tasks. We are also working on gathering a significant amount of artwork and fixing various bugs we've encountered. Our goal is to ensure everything is ready for the next steps
PNP Milestone 2
During this milestone, we implemented a strict "hard stop" on creating new features. If something wasn't finished, we had to cut it. The focus for the remainder of the project was on fixing bugs, refining gameplay, and integrating final artwork. This phase was crucial for ensuring the game was stable, polished, and visually cohesive before the final release.