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

The Abyss is an exciting, challenging top-down shooter where players fight hordes of sea monsters in a watery abyss. Made in the Unity 2D engine, the bullet hell is non-stop action for the player that must survive by upgrading their torpedoes and blowing away hordes of enemies with their devastating laser. Don't forget about the side crabs!


Project Length: 2 months 
Team Size: 6 developers
Engine: Unity 2D
Weekly Man Hours: Average 15 per person



Role - Producer

  • Bridged communication between the team and the product owner
  • Conducted performance evaluations 
  • Removed team blockers 
  • Mitigated major team risks
  • Checked tasks against plan
  • Created test plan and manage testing sessions
  • Advised team on game development
  • Directed team members when needed
  • Maintained team’s overall wellness 
  • Reinforced agile methodologies  
  • Managed outsourced team members
  • Updated and finalized planning documents: GDD, ADP, ADB, Product Backlog, Sprint Backlogs, and Sprint Retrospectives

Production Documentation

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Game Design Document
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Asset Database
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Usability Test Presentation

Mini Post-Mortem

What Went Right

What Went Wrong

What We Learned

  • Well thought out design in pre-production allowed useful polish time in later sprints
  • Modular design allowed team to add and remove content easily which kept the project in scope
  • Redesigning pipelines that included earlier integration resulted in faster and more polished assets
  • Out of scope art style led to later sprint rework to make more manageable assets
  • Core hour schedule changed week to week leading to inconsistent asset lock times
  • Lack of clear vision early in production led to rework of art assets later in development
  • Documentation should be made only if it benefits the project
  • Testing the game is the best judge of balance and design 
  • It is better to overestimate tasks because development has unexpected time sinks

Trailer

The Abyss Gameplay Trailer from Matt Worrell on Vimeo.

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