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Fury of the Ancients
Game: Fury of the Ancients (PC)
Production Time: 16 weeks (Approx. 12 hours per week)
Play Time: 30 - 60 minutes
Engine: Unreal Development Kit (October, 2010 release)
Team Size: 15
Fury of the Ancients is one of two capstone games produced by Cohort 14. Fury is a lightweight Diablo-style hack and slash game with a unique setting influenced by classic fantasy and South American and African tribal themes. NecRomantic Studios took the game from conception to its final RTM milestone over the course of 4 weeks of preproduction and 16 weeks of production.
My Role on the Project
My professional role on Fury of the Ancients was Producer and Project Lead. I took charge of NecRomantic Studios after being personally selected by Guildhall's faculty for the role. I lead a team of fifteen students (1 Producer, 1 Game Designer, 4 Level Designers, 6 Artists, 3 Programmers). I played a large decision making role in every development category and played a support role when necessary. My responsibilities included motivating the team, establishing our studio culture, setting the direction of development, enforcing the vision for the final product, coordinating departments, supporting each department during problem solving, reviewing and approving all assets and features, writing the story and producing the story cutscenes. Additionally I created numerous game critical assets that did not fall clearly into a team member's area of expertise such as ragdoll physics assets, certain matinee cutscenes, sound recording, and several other minor miscellaneous tasks.
Though the role of Producer falls outside my specialization of Level Design, it provided a valuable opportunity to increase my familiarity with software development and art pipelines in UDK. It also helped me to further build leadership skills, decision making skills, and problem solving skills. The expertise with Unreal I developed in my individual projects allowed me to quickly resolve numerous technical and design issues on the project.