Forgefall

Company: Yobo
Role: Executive Director/Producer
Secondary Role: Level Designer

Timeframe: May 2024 - July 27, 2024
Team Size: 9
Description: Forgefall is a multiplayer PvP extraction shooter. You are tasked with going into the map, grabbing a crystal, and extracting out.
Biggest Inspirations: Escape from Tarkov, League of Legends
Engine: Unity
Executive Director Jobs
- Run the entire internship for a team of 9
- Communicate decisions and explain thought process behind them 
- Teach the interns game design concepts and how game development works

An outline of a task that I needed to be done, Broken down into smaller parts for explanation purposes, and which teams I wanted to be assigned to them

An overview of various one off tangents with visual explanation to the interns
An overview of various one off tangents with visual explanation to the interns
Explaining why our game should have UI it does and where it works in other games
Explaining why our game should have UI it does and where it works in other games
Working with the interns to pick a font for the game's title screen
Working with the interns to pick a font for the game's title screen
Executive Producer Jobs
- Manage the Scrum (Gitlab)
- Make sure the interns are updating their activity in the Scrum so I know what they are doing at all times
- Explain the importance of and why they are using Scrum

One of the many examples of an Issue board, this one is for the frontend team

Example of one of the team members that I had to keep track of. It is easy to keep track of the total amount of tasks finished in a day through the scrum chart.

Level Designer Jobs
- Grey boxing
- Area Creation in Engine
- Choosing Spawn and Extraction Points
- Choke Point Importance
- Spline manipulation​​​​​​​
Important Ideas
- Spawns and Extractions must be on opposite sides of the map from each other to promote exploration and conflict
- Chokepoints are high-energy conflict areas
- Splines are drawn to dictate player flow

Total Overview of the Level. The game is very close quarters because of the emphasis on player vs player combat

Examples of Main points in the game where most of the combat will be happening

Example of the Mushroom level that I was in charge of creating. Using assets in the Foreground, middleground, And Background you can give the illusion of depth in a 2d game

A lot of spline work was done in order to get the overall shape of the level

What did I learn from this internship

As an Internship Runner and Executive Producer/Director
- Being in charge of a team of interns and making 90% of the decisions for the project
- Teaching interns about ideas of Game Design and what makes games fun
- Having to show my project to a direct supervisor and make sure he is happy with the product
- Keeping track of a team's activity in scrum and making sure everyone has something to do while on the clock​​​​​​​

As a Level Designer
- Working with splines to shape a level's structure
- Thinking about chokepoints and making sure most player activity is centered around them
- Funneling players towards an objective

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