Spits & Crypts was developed over approximately four months by a team of 20 people. I had the pleasure of being the Lead Designer, which meant my responsibilities extended beyond game design to include communication, organization, and team management. I ensured that our team members were producing quality work, staying motivated, voicing concerns, and clearly understanding their tasks.
Since this was a larger-scale project compared to game jam titles, decision-making and processes took longer, but the final result was much more polished, thanks to the increased manpower.
Unlike shorter game jam projects, Spits & Crypts placed a strong emphasis on narrative. The story was crafted by our design team and had to be seamlessly integrated into the gameplay. Our first step in development was to define the game's narrative structure, while others focused on character design and their unique traits. This allowed the art team to begin working on concept sketches and designs. Meanwhile, I personally created initial blockouts of various rooms so that the technical team could start implementing core functionalities.
Over the course of development, we went through multiple iterations, adapting to feedback, team capabilities, and time constraints. This resulted in a well-rounded final product with numerous features, all implemented in SDL.
Lead Designer, Level Designer
SDL, C++, Photoshop, Figma
2/03/2024 - 16/06/2024