Chronicles of Egypt - March - December 2017

Study Game Studios - Creative Director, UI/UX Design

Genre - Educational experience interspersed with distinct mini-games

Engine - Unreal Engine 4

Team Size - 8

Runs On: PC

Chronicles of Egypt was a project that began with the intention of just being a Unity solo project of mine in my spare time between classes and working at the airport. I knew I wanted to make an educational strategy game and determined that History should be the subject. I poured through multiple books about history, and watched countless hours of YouTube documentary series about the founding of three specific ancient societies. 

After conceptualizing the game play and developing some basic groundwork I told some friends about the idea. They encouraged me to pitch the idea in class to work on in an eight week project in teams of six.  I worked on a presentation to pitch the game in class in the following weeks, and pitched the project sometime in March of 2017. Out of around 60 possible votes my idea had received just one lonesome vote, my own. Despite the lack of votes, the professor responded that he had liked the concept and recommended working on it more anyways. 

In my spare time I continued working on the project and by August I had a rough prototype running. I was told by my friend from work that I should pitch it again in the upcoming fall semester to get help working on it from a team of people. After running it by the professor I was able to get a group to choose to work on it by the end of August 2017. Since then Chronicles of Egypt has been developed by Study Game Studios. I have fortunately had the opportunity to serve as the Creative Director. In addition to being Creative Director I have had a hand in most aspects of the development of the project.  

Chonicles of Egypt was an educational turn based strategy game made during my final year of undergrad. It began as a personal project, and then became a team project when it was chosen for development

SUMMARY

 
 
 

RESPONSIBILITIES

Creative Director ​

  • Researching the subject in order to meet goal of being educational

  • Developing game mechanics and establishing aesthetic style guidelines

  • Designing of the map layouts for each minigame

  • Presenting the game to group of peers following milestones

  • Writing game design documents, technical guide documents, and art style guide

  • Scheduling meetings, work days, play testing sessions

  • Planning sprints in accordance with set milestones

  • Managing back log and task distribution adhering to Agile Principles

  • Tracking task progress on both digital and physical Kanban Board

  • Communicating efficiently with both art and technical teams 

  • Conducting scrum meetings (digital and in person) four times a week, and sprint retrospectives

UI/UX Designer​​ ​

  • Implementing UI and HUD elements following Vertical Slice milestone

  • Animating UI and HUD elements to make more lively experience

  • Conveying numerous resources, game goals, educational information, etc effectively

  • Designing mock ups of each game mode HUD


Other 

  • Creation of sound effects, particle effects, and water terrain texture

  • Revamping main menu design

  • Resolving of internal issues and disputes 

Initial Pitch - March 2017

Initial Pitch - March 2017

Overworld - July 2017

Overworld - July 2017

Warfare Mode - June 2017

Warfare Mode - June 2017

Agriculture game

Agriculture game

Agriculture Mode - July 2017

Agriculture Mode - July 2017

Culture Mode 1 - July 2017

Culture Mode 1 - July 2017

Culture Mode 2 - July 2017

Culture Mode 2 - July 2017

 
Prototype Agriculture Mode

Prototype Agriculture Mode

Prototype Warfare Mode

Prototype Warfare Mode

Vertical Slice Agriculture Mode

Vertical Slice Agriculture Mode

Vertical Slice HUD and UI Elements

Vertical Slice HUD and UI Elements

Alpha Build Menu and UI

Alpha Build Menu and UI

Alpha HUD

Alpha HUD

Alpha Culture Mode

Alpha Culture Mode

Warfare Changes

Warfare Changes