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Deathless

Project Info
Name: Deathless
Roles: Producer, Sound Engineer, Technical Designer
Duration: 5 months
Type: University Project 
Game Engine: Unity
Team Size: 6

Team Composition:
Ross Gauld - Producer, Sound Engineer, Technical Designer
Melissa Vines - Character Artist
Lewis Vettriano - Environment Artist
Alana McDowall - Programmer
Helen Harkins - Character Artist

Sound Engineer:
- Responsible for composing 3 songs, one for the main menu, one for the pause menu, and one for the game itself. 
- Was tasked with creating any and all sound effects, including enemy attacks, UI, jingles, etc.
- Implemented all sound effects and songs. 

Roles and Responsibilities
Producer:
- Responsible for scheduling bi-weekly update meetings, running said meetings and taking notes.
- Created and gave weekly update presentations to share with lecturers and the class.
- Helped problem solve issues that impeded other team members from working on the game. 
- Created and maintained project management documentation that facilitated smooth development.

Technical Designer:
- Responsible for designing and building levels, testing their functionality, and editing based on team feedback.
- Performed QA and bug fixing throughout development as well as managing a bug log. 
- Tweaked and balanced game mechanics to improve game-feel.

Deathless was my first team project undertaken at university. The development team consisted of 7 students, 4 from BA Games Design and Production, and 3 from BA Digital Arts. For this project I was producer, sound designer, and technical designer. My jobs involved scheduling bi-weekly meetings, taking meeting notes, collating and presenting weekly presentations for our lecturers, all sound effects, the score, the level design and blockout, and trying to fix any issues that arose during development/impeded the progress of other team members. It was a difficult but highly enjoyable project to work on, and I am very pleased with the final result.

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