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Quality Assurance

Design Goals
-Create a polished product with a gameplay trailer
-Include minimal mechanics and keep gameplay
simple

Learning Outcomes

-Collaboration between a team of multiple disciplines in order to create a professional, polished product

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Team - The Walking Blenders

-Laura Ward (Team Lead- Sound, 2D, animation and Level Design)

-Carl Collict (AI and Gameplay Mechanics)

-Ryan Stephen (UI/UX and sound design)

-Jamie Walker (Prop and Environment Artist)

-Luca Bivona (Animator)
-Ewan Bellaby (Character art, Auxiliary Animation)

Unfortunately, I don't have a playable version of the game to link to as the project doesn't package, but I do have a video of a quick playtest of the first 2 prototype levels (above)

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We created Quality Assurance over a 9 week period as a group of 6. The project was initially scoped to have 20 members in the team, so we had to cut down our expectations by a huge margin.

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Originally, the player would control Chip (our adorable robot friend) as he worked his way through a testing facility, being constantly scolded for the smallest mistakes by a hellish AI overlord.

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We succeeded in creating a playable verticle slice of the game, with most mechanics implemented and art partially implemented.

I spent most of my time merging the different versions of the game, since we didn't set up a GitHub for some reason (a failing on my part), playtesting and logging everyone's work on the group Hack'N'Plan.

The rest of my time was spent implementing character animations, helping with blueprinting and making levels, along with making presentation and pitch documentation for the team.

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One thing I learned from this project is that we should have discussed everyone's preferred method of working (at home, in the lab) and the best way of contacting people before starting the project, as this would have saved a lot of trouble later on.

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