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    We Come In Pieces

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    Trailer

    Trailer

    Details

    Details

    My Role: Level Designer / Producer

    About: We Come In Pieces follows the incredibly clumsy, but warm-hearted alien named Squeeblez who has been sent to Earth to gather humans and leave the planet… somewhat in-tact. Thankfully, Squeeblez is not taking this mission alone. He has acquired the help of his large alien friend Chonky to swing as a wrecking ball and break past any obstacles the humans have set up. Squeeblez and Chonky must work together to abduct three humans from three different areas on Earth: a farm, a suburb, and a city. Once these humans have been abducted, Squeeblez can return to his mothership and progress to the next level.

    Software: Unity

    Total Production Time: 3 Months

    Release Date: December 6th, 2021

    Platform: Android (Samsung Tab 8.0)

    Download: 

    Resposibilties

    Responsibilities

    • Responsible for the Farm / Tutorial level

    • Responsible for producer related duties

    • Managed the team scrum board / Miro

    • Main stakeholder correspondent

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    Our studio: Peruna VII

    Designer (Farm / Tutorial)

    Our team consisted of 3 total designers, so we split the duties evenly between us. I was in charge of the player's first introduction to the game in the Farm / Tutorial level.

    Some of my contributions included:

    • Prototyping and iterating on an initial design for physics-based puzzles

    • Communicating with artists to give the level a distinct look

    • Communicated with other designers to ensure proper pacing in difficulty among all levels


    This level gave me great insight in how to properly (and gently) introduce new player's to a game.

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    A walkthrough of the Farm / Tutorial level

    Miro Managment

    Our team chose to use Miro to quickly design, schedule, and document our process of making We Come In Pieces. I oversaw the organization of this process and helped answer any technical questions with the application. 

    Some of my contributions included:

    • Drafting "mock-up" levels quickly

    • Organizing scrum boards

    • Gathering materials for milestone presentations


    While I am a level designer, I was also able to wear a "producer hat" for this project, which gave me a new perspective on the game development process.

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    wecomeinpieces_level1_screenshot2.jpg

    Before and After of the level: Farm / Tutorial

    I took the role of the main stakeholder correspondent for the development of this game. This required me to be fully knowledgeable about our processes and to confidently speak on team decisions.

    Some of my contributions included:

    • Noting feedback

    • Team introductions for playtesting

    • Responsibility for the delivery of the product


    I quickly learned how knowledgeable about a product you need to be to be able to accurately and effectively communicate between stakeholders and team members.

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    We Come In Pieces (Launch Poster)

    Level Designer / Producer

    Stakeholder Communications

    Retrospective

    Retrospective

    • There was one point in the middle of development where team members had to work outside of core hours

    • More time could have been spent in the early prototyping phase to "find the fun"

    • Too much team positivity prevented us from diagnosing and addressing key problems early on

    What Needs Improvement:

    What I Learned:

    • 2 elements of successful game development: a solid initial idea and strong team dynamics

    • How to accurately scope and deliver on promises

    • The importance of "finding the fun" early on

    What Went Well:

    • Solution-oriented problem solving

    • Leadership among team members

    • All pipelines became much more refined

    • Game was very well-scoped

    Gameplay

    Gameplay

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    © 2023 by Gabe Eubanks.

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