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  Don't Eat Me  

Description:

Don’t Eat Me is an Isometric Race-Against-the-Clock game, showing the perspective of an Onion who overheard rumors that farmers eat Veggies once they ripen.

Your mission is to navigate through the malefic garden patch towards the family’s truck, in an attempt to escape the garden. While collecting and stowing away as many fellow Veggies along the way, to help save them from this terrible fate as well. 

Production Info:

Production Dates: July 2022 - 2023

Team Size: 4 Members

Engine: Unity Game Engine

Platform: PC (Windows)

My Roles 

Producer, Programmer, Level Designer

As the Producer of this project, my responsibilities included:

  • Scheduling meetings and playtesting sessions for the team

  • Developing our Fall and Winter production plans and milestone dates

  • Utilizing Google Workspace Applications to track asset assignments and development

  • Curating and Sustaining our Twitter Account, websites, and promotional videos

  • Providing support for teammates to ensure ease and productivity during production

As the Programmer and a Level Designer on this project, my responsibilities included:

  • Working in Unity to develop the mechanics, systems, and world building of the game

  • Collaborating with our Creative Director to make sure all intended gameplay and narrative elements are implemented

  • Curating Wireframes to establish and outline our game's: systems, features, win and fail conditions, and overall game loop

  • Conducting quality assurance test to ensure that the runtime of the game is up to standard

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Production Reflection

 What was Successful 

  • As a programmer: I am proud of the systems and features that I was able to develop during the project. I was able to expand my knowledge of Unity and the C# language, and feel a major improvement in my skills in these areas

  • As a producer: Although we had to alter our original production plans, for both our Fall and Winter cycles, we were able to meet milestones and properly adjust the project's expectations based on our gameplay intentions (rather than based on time-restraints) 

  • As a team: We allowed space for every member to gain more experience in their roles of their interest

 What were our Setbacks 

  • As a programmer: Being that I am an artist with programming knowledge, I had to set aside time to seek out information from YouTube, blogs, and documentation in order to implement specific features

  • As a producer/team: Communication wasn't always at its best, and this often lead to many unnecessary setbacks and needed adjustments to our overall production timeline

  • As a team: Working fully remote, we had difficulty hosting playtesting sessions and receiving outside feedback during our first production cycle

 Production Takeaways 

  • As a producer:

    • I need to be more assertive when it comes to checking in with teammates and maintaining milestone dates

    • Having a clear idea on the work environment and expectations of a project, in the beginning, is important to solidify

Asset Gallery
  Game Play Wireframes  
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