A VR game prototype made at
ForwardXP in Unreal Engine 4. There were 2 versions of XP10 that I worked on.
The initial one was made with a rather large team for the studio in a couple of weeks.
Prototypes are tests to try something so it's not uncommon that they don't work out. This 1st version wasn't coming together very well. I brought up my concerns with my manager.
One day after work, I went home and wrote up a 3 page personal design doc on what VR game I would make.
The next day, I showed it to my co-workers on the team and they encouraged me to give it to leadership so I gave it to my manager. He was impressed with my initiative.
XP10 was shelved a little while after and people were assigned to other projects, mainly to
Arashi: Castles of Sin - Final Cut which had just gotten signed.
After Christmas break, XP10 was revitalized with a smaller, more focused team in which a producer and I were the only carryover from the initial attempt.
Over the couse of a few months, myself, a senior engineer, a level designer, and a producer made a complete revamp of XP10.
The 2nd version of XP10 ended up not being what I had pitched but it wasn't intended to. It was just meant to be an example of a more ambitious player focused gameplay experience which is what the 2nd version of XP10 was.
I co-designed and implemented player movement, inventory, and interaction mechanics.
I designed control/instruction diagrams using Photoshop.
I also playtested, debugged, and balanced gameplay.
I filmed and edited the gameplay trailer for use by leadership for external pitches to publishers at industry events like
D.I.C.E. 2023 and
GDC 2023.
It was shelved when
Please, Don't Touch Anything: House Broken was funded and greenlit.
Below is the personal design doc I wrote after work on September 28, 2022 and later pitched to my manager, the Director of Engineering.