My Developing Journey
Brainstorming
The team was initially only 2 developers. I collaborated with the other developer in brainstorm sessions, generating more than 10 ideas in text and 3 coded prototypes in Unity, and settled with what turned into the earliest concept build of Soul Season.
Vertical Slice
I settled into my role as the art director, and I began researching for the art bible while my partner developer worked on the core game loop. I assisted in constructing the "beautiful corner", along with initiating progress-check meetings and managing a dev log on google sheet.
Alpha
We recruited and onboarded four game audio students from Berklee to form our audio team. I managed completed art asset implementation and coordinated with the audio team to communicate required sound assets for the build.
I conducted online and offline play test sessions to gather player feedback.
Beta/Release
During the final sprint toward Release Candidate, I implemented remaining art assets, conducted additional playtests, and enhanced player experience by redesigning UI, refining visuals, and adding animations and VFX for polish. The project successfully reached its Release Candidate milestone.
Art Showcase
As the sole artist on the development team, I created 2D sprites and animations, implemented them in Unity, and built out animation systems, lighting setups, and VFX particle effects.

