PROJECT ASYLUM
CONCEPT

Core Gameplay Mechanic
We wanted to make a horror game that was more than a walking simulator so we introduced a UV light as an alternative to a torch. That provided us with the opportunity to create puzzles and messages that could only be discovered by switching between the lights.
RESPONSEBILITIES

Project lead
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Documentation & Contracts
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Team Management
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Task, Scope & Deadline Management
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Team meetings & Retrospectives
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Pitching & Presenting
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Hosting & Arranging Playtests

General
Game Design
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Game Writing
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Player Journey & Gameplay Beats
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UX Design

Level Design
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Paper Design
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Player path & Pacing
REFLECTION
Working on Project Asylum was a very meaningful experience. I got to explore a new way of leading a project that encouraged open, and transparent communication, leading to team members becoming close and working closely on tasks together. I wanted to put the health of the team first so the project had a strong focus on dynamically adjusting workload and prioritising what the team considered fun.
From a design perspective, I learned a lot as well. I got to collaborate with most of the designers in their respective fields and it greatly expanded my understanding of the challenges each designer faces and how they might approach solving those problems.
Overall I am happy with what we accomplished as a team. Even though we lost almost half of our members 4 weeks into production and only had one full time programmer, we found ways to get around it and ship a great product.
If you'd like to see my other contributions to the project, you can find those below!