

Tea Time's Over
Core Responsibilities:​
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Create a highly engaging action-combat gameplay loop rooted in a player fantasy
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Create a roguelike progression system for interesting in-run buildcrafting
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Create a run-to-run progression system to maintain engagement for 10+ hours.
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Organize sprints, prioritize tasks, and delegate to strike teams.​
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Align a large, interdisciplinary team's vision of a game
Unreal
Academic
24 People
Ongoing
(Started 8/24)

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

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
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Clear game pillars are incredibly beneficial for cross-disciplinary development.
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Great design ideas come from everywhere.
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Clear communication of goals and expectations really help keep the train on the rails with large scope projects
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Cohesive teams create dramatically better products than highly skilled individuals.
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Narrative development provides a strong backbone to support artists and sound designers