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Tea Time's Over

Core Responsibilities:​
  • Create a highly engaging action-combat gameplay loop rooted in a player fantasy

  • Create a roguelike progression system for interesting in-run buildcrafting

  • Create a run-to-run progression system to maintain engagement for 10+ hours.

  • Organize sprints, prioritize tasks, and delegate to strike teams.​

  • Align a large, interdisciplinary team's vision of a game

Unreal

Academic

24 People

Ongoing

(Started 8/24)

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Tea Time's Over - Spring Showcase trailer, created April, 2025

The Stars

Overview

Tea Time's Over is my Junior/Senior game development project at DigiPen. It's a top down, ability based, fast paced roguelike adapted from the original Alice in Wonderland books, and developed in Unreal Engine 5. I serve as the team's Game Director and Co-Producer, leading an interdisciplinary team of 24. I work to define the game's direction, align the team, prioritize goals, and delegate those priorities to the leads of our 7 strike teams. I also serve as the team's Combat Designer, creating and implementing abilities and upgrades. This project is the culmination of my development as a designer, and has taught me an immense amount about leadership, collaboration, and large scale development. This page will focus on my combat work for the project.

Lessons

  • Clear game pillars are incredibly beneficial for cross-disciplinary development.

  • Great design ideas come from everywhere. 

  • Clear communication of goals and expectations really help keep the train on the rails with large scope projects

  • Cohesive teams create dramatically better products than highly skilled individuals.

  • Narrative development provides a strong backbone to support artists and sound designers

© 2025 by Zach Burris. Powered and secured by Wix

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