top of page

Harvest Season

A 2.5d Simulation and narrative game

Welcome to Harvest Season, a charming 2.5D adventure. Step into the worn boots of a budding horticulturist in a quaint, pixel art world brimming with mystery and growth. Your journey begins in a rundown greenhouse that awaits your care. Tend to a vibrant array of plants as you gather seeds, nurture sprouts, and unlock their secrets. With every harvest your greenhouse blooms into a sanctuary. Explore vast environments to become a master gardener!​

 

Engine -- Unreal Engine

Studio -- Student Project

Team size -- 4

Role -- Producer, Game Designer

Duration -- 6 Months

Release -- PC

Gameplay and Level Design:​

Designing, implementing, prototyping, and balancing critical gameplay features and tools in collaboration with other members of the gameplay team.

  • Level Design

  • Level Blockout

  • Environmental Storytelling

  • Puzzle & Challenge Design

  • Game Design Documentation

Production:​

Lead a team of 4 developers to create Harvest Season from concept to completion.

  • ​Managing Deadlines and Deliverables

  • Agile and Scrum

  • Confluence and Jira

Role(s) and Responsibilities

Design Process

Brainstorming

Objective

Generate initial ideas and establish the vision of the game or level.

Process

Ideate possible themes, locations, visual styles, gameplay mechanics, etc. until a cohesive vision is narrowed down. Then find reference images and material to inform those design choices moving forward.

image.png
image.png
image.png

Paper Design

Objective

Translate ideas into a formal design plan either on paper or digitally.

Process

Create top-down sketches or diagrams, mapping out layouts, key features (e.g., spawn points, enemies, etc.), and flow, while considering mechanics, scale, and balance to form a detailed blueprint.

Blockout

Objective

Build a rough playable prototype to test the design's fuctionality.

Process

Use ​basic shapes and design tools in engine (Unreal 5) to construct the layout, test movement, mechanics, and basic visuals firsthand. Then iterate based on early feedback to refine the core structure.

Playtesting and Iteration

Objective

Polish the design through real-world testing.​​

Process

Playtest to assess function and design. Adjust gameplay, geometry, mechanics, etc. interatively based on results.

Final Details and Art Pass

Objective

Polish gameplay and design while adding final assets and visuals in order to be shipped.

Process

Collaborate with artists and designers to add final textures, lighting, props, etc. Make final adjustments to gameplay and design. Ship completed project to the market.

CONTACT ME

Thanks for visiting!

bottom of page