SCRAPPED is a first person simulation game where you work as an "art-generator" at Gestalt Industries. Make collages based on commissions delivered to your anachronistic computer, using more than a hundred assorted pieces of media to meet these requests. After work, chat with your coworkers at the "Digital Water Cooler" - under the watchful eye of your superiors.
Developed with: Unity, C#, Perforce
Development time: 6 months
Team size: 6 people (hybrid)
Over a strict 6-month development period, my partner and I took Scrapped from an idea through prototyping, successive rounds of development and iteration, and dozens of user tests up to a full release on commercial platforms. Throughout development I acted as designer, engineer, interface designer, QA researched, artist, and marketer, with my main responsibilites being the development of core game systems. My design partner and I divided ownership of the key mechanics - I primarily designed and built the main collaging gameplay, the unlockable art library, and the general game flow / progression.
We designed the scoring system to compare the images used in each collage against the prompt using a series of tags, meaning our small hybrid team needed a way to easily assign - and edit - dozens of attributes attached to hundreds of images. To accomplish this, I built a system to load these images and their associated tags from spreadsheets. This allowed myself and the rest of the team to quickly and efficiently fill out content for the game directly in the spreadsheet and rapidly test new additions.
Each image has a four predetermined attributes - a name, category, source link, and filepath - as well as a variable number of the tags used for scoring. These attributes are processed in the following function:
In fact, loading from a spreadsheet worked so well that we decided to adapt that framework to run the dialogue system as well, which enabled us to expand the team and work with a writer who had no experience with Unity.