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Top Down - Narrative Puzzle Strategy

Generalist Designer & Assistant Produer

Backbeat was a project I had the opportunity to intern during a 6 month time frame, through the Future Games Internship program.

The game was developed in
Unity where my role in the company was Quality Assurance Tester, Assistant Producer, and Generalist Designer.
 

Since its completion, the game has been released on all major consoles, including PlayStation 4/5, Xbox One, Steam, and Nintendo Switch, making it my first professional title release.

  • Assistant Producer - Producing and managing company marketing materials while overseeing B2B communications
     

  • Quality Assurance & Testing - Managing Quality Assurance and testing for the technical requirements needed for release on Xbox, PlayStation, and Nintendo Switch consoles
     

  • Level Design - Produced two fully playable levels from concept to final product, with ongoing iteration to ensure alignment with the game’s vision and gameplay engagement.

Play the Game here

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Assistant Production

As Assistant Producer, my responsibilities included overseeing the product’s progress, managing the company’s social media accounts, and maintaining an open line of communication with media outlets and reporters to enhance marketing and visibility. Additionally, I produced edited videos for social media campaigns, focusing on engagement and impressions.

I also handled various tasks related to product quality and company exposure as we neared the official launch. I regularly reported to the Creative Director for marketing and production updates, and to the Technical Director for bug reporting and overall quality assurance.
 

Working in a small team within an indie studio environment facilitated smoother communication and promoted a more collaborative and engaged team dynamic.

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Quality Assurance
Level Design

I began by gathering references for the environment where I envisioned the game to take place. Once I had a clear vision, I started sketching and creating top-down layouts for the puzzle level. With a foundation in place, I moved into the Unity Editor to block out the level and set up the puzzle I wanted the player to experience.
 

After completing the blockout, I playtested it iteratively, gathering daily feedback from my Creative Director. Once the design was playtested and approved, I moved into the Set Dressing phase, building and refining the space to match my original vision.

Having become familiar with my pipeline from the first level, the process for the next level was much smoother and faster. With a solid foundation in place, I moved into the Unity Editor to block out the level and set up the puzzle experience for the player.
 

After completing the blockout, I playtested it iteratively, gathering daily feedback from my Creative Director. Once the design was playtested and approved, I transitioned into the Set Dressing phase, refining and building the space to align with my original vision.

Post Mortem

Insights: This was my first time working in a game studio with a professional approach to stand-ups, task management, one-on-ones, and more. The experience proved incredibly enriching, providing me with the opportunity to apply the knowledge I gained at Future Games. I put my production and communication skills to the test, navigating new workflows and environments. While the transition posed several challenges, the valuable learning and insights gained have significantly shaped my growth as a developer.
 

Conclusions: Taking on this new challenge and gaining hands-on experience has been a true blessing. It has elevated me as a developer, allowing me to take on diverse tasks and responsibilities. With my first professional game now released on all major consoles, it stands as a rewarding testament to the hard work and dedication I invested in the project.

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