In this game jam, I was pivotal in streamlining our process and scope, allowing for a finished and confined game, that simulates strains of thought in the inbetween state of falling asleep. The goal is to find emotionally relevant thoughts and resolve them to get a good night’s sleep.
During my work at Karma Games I learned valuable lessons about production, running a tightly-nit team, funding, manufacturing, playtesting, design processes of highly complex strategy games and even manageurial tasks such as interviewing and hiring.
In “Shellycoat”, I developed the main movement patterns and input revolving around wallruns, slides, and dashes, as well as the architecture and user experience for respawn points, level selection, settings, and more.