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MR TRANSPORT

2D Action Platformer

Play as Mr. Transport, a professional for-hire courier who takes on seemingly impossible delivery jobs for a living. Deliver the parcel on time by avoiding obstacles, navigating and traversing unknown routes.

Engine:

Platform:

Unity

PC

MY ROLES:

  • LEAD DESIGNER

  • PRODUCER

DUTIES:

  • Prototyping in Unity 2D

  • Mechanic Design

  • Morale Encouragement

  • Team Conflict Management

  • C# Scripting

  • Design Documentation

  • Gameplay Flow Design

  • Bug Fixing

  • Level Design

  • Work Delegation

  • Mentorship of Teammates

  • UI/UX

Production and Documentation

I was responsible for formal documentations throughout the whole project. As the producer, I was in-charge of scheduling team meetings and planning milestones. I had to also delegate tasks to my team members, supervise and also set deadlines for them. I also had to teach my team how to use Unity as they did not have adequate experience working with it.

  • Production and sprint reports

  • Quality check

  • Assist teammates that required extra help

  • Keep track of production progress and coordinate teammates

  • Settle any team conflicts, concerns or discontents.

  • Presentation slides
Game System Design, Scripting, UI/UX, Level Design

I was in-charge of all game systems and coming up with the level design.

  • Drafting of level designs

  • Level blockups

  • Set up and scripted parcel carrier behaviour

  • Added throwable boxes in the scene

  • Programmed a parcel locator system

  • Integrated animations

  • Added interactable elements into gameplay

  • Added checkpoint system

  • Did tons of bug fixing and adjustment of my other scripter's codes

  • Edited scripts for optimization

  • Polished game flow in the level

  • Designed and implemented the UI/UX flow in the game

  • Designed and implemented tutorial section in the "How To Play"

From playtesters' feedback, we noted that our parcel-throwing mechanic was well-liked and innovative. It was like a throwback to courier services where the goods are damaged during delivery. The game took on a comedic yet cool appeal which was further emphasized by the player's avatar that bore resemblance to John Wick, the main character of a popular American neo-noir action-thriller media franchise. In fact, we decided that the John Wick franchise would be a reference for the neo-noir action style we wanted our game to have.

As someone without any programming background prior to the project, I found it challenging to juggle the design and technical aspects especially since I was directing both. I made up for this by doing extensive research and asked for advice from those with knowledge of the topic. I also made sure to set time aside to check in on each member and their progress so that I could tweak any plans to balance what was required of us and what we could handle. There was also a mistake where the artists were using a different version of Unity to work on because of the similarities between the version name but we had to submit the project in the older version. However, we worked around that by working in the upgraded version of the project and then reverting when it came to submission.

One of the major setbacks we had was the shortfall of cooperation. There were overpromises and under-delivering that caused tension between teammates, hindering the overall progress since there were a lot of dependencies. Thus plans that I had organized to ensure our team meets our quota were often disrupted. To solve this issue, I would pay special attention to those who require more help and stay back with them after school so that I could coach them. I made sure to make everyone comfortable so that whenever they had questions they could reach out to me without worry. There was also the different expectations between the artists and designers over the capabilities of the engine which I had to resolve by putting myself in each person's shoes and find compromise.

PosterMrT.jpg
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