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Short Giraffe

During my final days at Champlain, I had the pleasure of working on a game titled Short Giraffe. I was brought on during the games second semester and was tasked with reorganizing this team of four growing to thirteen. My Co-Producer and I are in charge of all project management and business functions of this development team with our final goal, to put Shirt Giraffe on the Nintendo Switch.

Agent G Swinging into Action

Short Giraffe is a playfully absurd 2.5D platformer with a unique movement mechanic. Playing as Agent G, players can extend and retract their neck to traverse the environment. With seven uses for the neck, this mechanized mammal is well equipped for any objective. One such objective is taking down the dastardly Meerkats who are out to ruin the world. As Agent G, players will investigate the meerkat plot by capturing the critters everywhere from the savannah, to snow-covered plains. Short Giraffe offers players a light-hearted atmosphere that delivers a series of complex puzzles.

Agent G entering the meerkat secret base

On this team, I managed the QA, Scrum management, interpersonal team questions, and the front end usability. I worked with the lead designers, 2D artist, and the tools programmers to create a feasible level pipeline that allowed us to pump out content while maintaining a level of quality.

With the rest of the leadership on the team, I worked with our other producer to set deadlines that were both fair and feasible for the duration of the project. I also worked on pitching Short Giraffeto major console publishers such as Nintendo.

Jormungandr

Jormungandr Banner

During the spring semester of my third year at Champlain, I worked as the producer on a lovely game called JormungandrJormunandr is a VR survival horror experience set at the bottom of the ocean and was the biggest project I had worked on at the time. My job entailed making sure that things were getting done on time and that we were not over scoping ourselves. This was the first time I worked with a group larger than six people and it went really well. For the duration of the project, we kept an agile mindset. We focused on implementing both the feedback from our class period and the feedback from QA in every sprint.

My job specifically was communicating my team’s needs, demonstrating and communicating our process. I was in charge of marketing our game for publication, and setting up and attending QA.

The presentation for Jormungandr was souly focused on how viable it was because I knew that if we could not prove that this project was viable, it was would be sunk in the water. No pun intended.

By keeping things agile we were able to really create a scary environment that people really liked. We added and stripped systems to find out what really added to the vibe we wanted for Jormungandr. We ended up taking this game to both Champlain Games festival and Gamesfest in Troy, New York.