Customized Angel
| PC | Role-Playing | First-Person | Point & Click | Mystery



Scope
Engine: Unity
Team Size: 6
Duration: Agile, 2 Months
Personal Contribution
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Game Pitch
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Producing / Project Planning
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Story Boarding
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Leading Game Design
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Leading Programming
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Story Script Writing
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Art Support
A story through a Stalker's eyes.
Dive into the unique perspective of a stalker in this mystery solving game. The girl you love is in trouble, you must save her using your "knowledge" of her and the “special techniques” you have. Though, be careful, she does not know you as her secret admirer...
Production Pipeline
GDD & Scope
As a team, we struggled without a experienced programmer. In my original proposal of the game, one of the mechanics includes cyber stalking with modern technology, but I made the big change turning the theme into 80's retro to scope down. By doing this, our team was able to keep the core value of the game experience we want, and the GDD was therefore built upon this decision.
For the whole team to be on the same page of our gameplay, I sketched a visual user flow.



Prototype for First Playable
For our first prototype, we spent 2 weeks as planned. I establish the timeline for story, clues, and events, therefore allows the team to create an asset list and work on character design.
Meanwhile, I took on the leading programmer role, blocked out the main game scene, set the camera control, created the interaction of telescope and tapping device, put in the subtitle function, and gradually replace the assets with our art pieces.




Vertical Slice
The vertical slice within a mystery solving game like this means a complete gameplay, and we were given only a week for this task. Based on the story and timeline created, I assign events into every time slots so that NPCs and clues will change their state according to the time.
I also made the title page, intro video with my own voice and placeholder, and an ending scene.



Alpha
For our alpha test, my main job is to work with voice actors as the game experience rely on audio heavily. I cowrote the dialogue with my team, organized the scripts for each character, scheduled with actors, and lead the actors through the recording session.
After the voice lines are recorded, I edited them for future use in Unity.


Beta
The task of the week before beta test is to implant everything into our game. Finalized art work, audio, animation, and subtitle.
I also reached out to composers for game loop music and theme song. We agreed on noir jazz as the overall style for the retro suspense vibe.


First Release Build
I tried to playtest and find every possible bug before the last week of this project before final build. In addition, I wanted to reassure a more cohesive tutorial flow for players to understand the gameplay. In the end, I was able to lead our team to a project that we are all satisfied with, and I believe I have demonstrated the possibility of further development for this game.
Polish
I tried to playtest and find every possible bug before the last week of this project before final build. In addition, I tried to reassure a more cohesive tutorial flow for players to understand the gameplay. In the end, I was able to lead our team to a project that we are all satisfied with, and I believe I have demonstrated the possibility of further development for this game.



Gameplay Demo
Developers
Cast
Composer
Aria Chang (Chi-Chen Chang)
Producer, Game Designer, Programmer, Artist
Snehal Ladge
Assistant Producer, Game Designer
Jaikar Pothula
Programmer, Artist
Qinyi Liu
Character Artist
Yang Yan
Concept Artist
Yafei Wu
Environment Artist
Jonas Batdorff
Player Character, Casting Director
Lizeth Torres
Melanie
MarcAnthony Reynaulds
"Green"
Tida Phetphommasouk
"Yellow"
Cody Nedley
"Blue"
Chia-Chi Hsu
Theme Song
Xunan Hu
Time Loop Music