Camp Splinterwood

Product Owner

Jan – May ’24

Available on Itch.io

   A horror game where your mechanical flashlight is all that can protect you from the monster hiding in the woods.

   I guided the team’s creative visions to set realistic goals for our semester-long project. I checked in with team members regularly to make sure this creative vision was followed. I organized team building events outside of class, including horror movie watch parties for “research purposes”. I checked assets and code for quality and gave constructive feedback to improve work and to get them to proper standards. I regularly playtested builds and took extensive notes so that important changes were prioritized. I also ran rolling retrospectives to ensure I was constantly iterating on my production methods for the betterment of my team.

   As my junior year project I was excited to work with game art students and have a dedicated programming team. This project taught me how to translate for different disciplines to ensure that  there was team cohesion and goal alignment. I learnt more about the art pipeline, and got to learn how to better communicate what I wanted systems to do to the programming team. I loved this opportunity to stretch more of my creative muscles while practicing the scope management I had learned over the previous school years.