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Matt Worrell
  • Resume
  • Games
    • Dreadnought
    • RiME
    • Inua
    • Gravitas
    • EscarGO!
    • SuperCrush
    • The Abyss
    • Heart of the Incendium
  • Industry Experience
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SuperCrush

SuperCrush is a 2D twitch platformer created in the Unity 2D engine. The game centers around fast gameplay and the story of a school boy that imagines himself as his favorite superhero to find the courage to face the school bully and win the heart of his crush. 

Project Length: 2 months 
Team Size: 4 developers 
Engine: Unity 2D
Weekly Man Hours: 15 per person


Roles

Lead

Level Designer

Creative Director 

  • Performed Scrum Master Duties
  • Scheduled Game Production
  • Created and Cataloged Product and Sprint Backlogs
  • Created and Updated Team Documents
  • Scheduled and Facilitated Playtests
  • Held Individual Meetings with Team Members
  • Designed and Created Levels 
  • Created Prefabs 
  • Created Placeholder Art Assets
  • Developed Story, Characters, and Storyboards
  • Developed Back-story and Vision for Game 
  • Upheld Vision Throughout Development 

Production Documentation

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Asset Development Plan
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Asset Database
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Product & Sprint Backlog

Mini Post-Mortem

Link to Full Postmortem Blog

What Went Right

  • The team realized each other's strengths during pre-production and designed the game with them in mind. 
  • The team avoided interpersonal difficulties through weekly personal talks with the team lead 
  • SuperCrush's design allowed multiple tiers of scope so the team was able to adjust scope based on development progress

What Went Wrong

  • The team had leads, but not a central authority leading to feedback being suggestive rather than instructive
  • Team members held on to designs rather than rapid prototyping iterations and testing to see which design is best
  • We resisted cutting which slowed production by trying to fit old assets into new design direction 

What We Learned

  • Finding the fun early is important because when we did, it dictated how we designed the whole game
  • Designs can only be proven through playtest, assumptions are less valuable than putting the design in front of players
  • Design is a process and rapid iteration and testing is the fastest way to find what works and more importantly, what doesn't 

Trailer

SuperCrush Trailer from Matt Worrell on Vimeo.

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