About Desolation Place
Desolatation Place is a single-player, third-person stealth horror game where you must traverse through an abandoned castle, avoiding both the horrors that lurk within its shadows as well as the terrors that lurk within your past.
Technical Details
12 week development cycle
25 developers. including 14 programmers, 7 designers, 5 sound designers, 6 artists, and 1 producer.
Unity3D, WWise, and Opsive Behavior Designer
Postmortem
My responsibilities
Ensure that the enemies were complete and polished by the end of the game.
Create tutorials on Unity3D and Behavior Trees in Confluence.
Assign tasks to pod members that fit their experience level and department.
Implement enemy AI systems, including enemy sound perception, navigation mesh integration, and enemy coordination.
Create and maintain documentation on the enemies and enemy scripts in the game.
Integrated member’s models, animations, and audio in Unity3D and WWise.
Work with pod members to resolve blockers and technical issues
What went right
Weekly check ins gave pod members a safe space to communicate difficulties and concerns.
Confluence documentation and tutorials helped designers understand their tools.
The usage of Behavior Trees allowed designers to easily implement and prototype their designs.
Behavior Tree Nodes were designed to be modular.
Group chats were an effective way to streamline communication, especially during the COVID-19 Pandemic.
Sound designers and artists felt included in the planning and development process
What went wrong
Significantly overscoped, as many members dropped out, leading to many pieces of content being cut.
Wasn’t clear about the distinction between designers and programmers, leading to a lot of confusion about roles/responsibilities.
Didn’t fully understand the tools available for 3D animation in Unity3D, leading to significant roadblocks in developments
Integration issues with other pods led to significant amounts of technical debt and strange bugs.
Designers lacked feedback about their designs due to a decreased focus on playtesting, leading to a lack of direction.
Lessons Learned
Keep scope as limited as possible, as unexpected setbacks always occur during development
Clearly explain what everyone’s role is.
Integrate systems as early as possible.
Playtest as early as possible