Dia de los Dinosaurios
The Palio was a student project I helped develop. The high concept was that it was Road Rash on horseback. The game is based on an infamous real-world horse race called the Palio di Siena. The Palio is a no-holds-barred bareback horserace around the Piazza del Campo in Siena, Italy. The horses race 3 laps around the Campo, and it isn't uncommon for jockeys to whip eachother or to be thrown off their horses.
I joined the Palio team after my old fencing master and art professor Paul Andrus got in touch with me and told me about his involvement in the project. The game had a very well-defined scope and seemed to me like something we could definitely finish with 1 year of work.
We ran a successful Kickstarter campaign to fund development of the game, which was a challenging project in and of itself. What had originally been a small project quickly ballooned out of scope due to all the rewards promised during the Kickstarter, and a one year project became a two-year project.
We used Assembla to track our work on the project and this was the first project I worked on that we used Scrum instead of waterfall to manage the project.
About 30 weeks into the project, half the team stopped working on it. They had either graduated from the university or lost interest in continuing the project. 45 weeks into the project, we were down to a skeleton crew and development slowed to a crawl. We recruited a fresh team of new developers in the Fall of 2013 and we released the game at the end of the Fall semester.
After I left the internship at Hightech Bullet Games, I took on a part-time job designing levels for another local independent studio Dark Humours Entertainment. I prototyped the paper design of my level using Crytek while we awaited the development of Visual3D. Unfortunately, the development of the game engine was not progressing fast enough for us, so the project was cancelled and we went our separate ways.
- Position: Level Designer
- Team Size: ~30
- Engine/Platform: Visual3D
- Genre: Survival Horror
- Release Date: Cancelled
I took a game design internship at a local indie studio Hightech Bullet and was tasked with leading the design of Project OMAP, the studio's debut game. I left the company at the end of the internship, and the game was sadly cancelled shortly after my departure.