

Instruction
Unity

Academic
2 People
14 Weeks
Core Responsibilities:​​
-
Innovate to create engaging gameplay for a constantly playable clicker game
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Create a progression system to pace a narrative
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Develop Personas, Pillars, and Affinity Charts to guide long term development
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Script all gameplay mechanics using C#
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Meet TCRs for publication on Steam


Overview
Instruction was my Freshman year game project, completed over the course of a single semester. This was my first foray into full digital game production, and taught me a ton about project management, design, testing, iteration, polish, and much much more. I formally served as the team's Tech Lead, though I also often filled in as the Design Lead throughout the project. I did a wide variety of work on this project, ranging from creating a central progression system, developing User Personas, implementing all gameplay elements in C#, and meeting TCRs for publication.
By The Numbers
Released February 2nd, 2024
440
Reviews
Total Steam Reviews
94%
Positive
Steam User
Rating
68+
Thousand
Downloads
2.2+
Million
Total YouTube Views
Updated 8/12/24
User Reviews
"I could play this game for hours if it had enough content."
- Rychievid
"Beat in about an hour, best game I've played in a long time"
- Cave_Gremlin
"Came in expecting an idle game, went out wanting a sequel"
- Rue04
"I'd definitely play a bigger version of this game, if it were made. Might even pay a bit for it. Great game, would play again"
- TemaTomo
"This game was a lot of fun!" "Would love a sequel or similar style game"
- Wulfrahven
Lessons
Overall, this project taught me a ton about game development. The most impactful thing from this project was learning that Pillars and Personas are the key to shipping a good product. Without the early work we did to solidify these things, we would have been aimless in development, and the work we created wouldn't have been as enjoyable when it released. This was also the first longer term project I worked on, which really exemplified just how useful playtesting is. There was an immense amount of feedback that I never would have identified without it. In the end, this project was an incredible opportunity to learn and practice some of the core tenets of game design, and I'm incredibly happy with the product that came out of it.

True Ending - Steam Build

