lumberja

LUMBERJACKED is the story of two buff lumberjack bros who have their prized artefact, THE FRIDGE stolen by the BEER KING. In this co-operative puzzle action-adventure game, you have to throw everything you have (and can find) at the woodland cronies of the BEER KING and the puzzles that stand in your way. Including your bro. Are you ready to throw the game?

My Role:         Technical Game Designer
Platform:       PC
Duration:       8 weeks

LUMBERJACKED is the story of two buff lumberjack bros who have their prized artefact, THE FRIDGE stolen by the BEER KING. In this co-operative puzzle action-adventure game, you have to throw everything you have (and can find) at the woodland cronies of the BEER KING and the puzzles that stand in your way. Including your bro. Are you ready to throw the game?

My Role:         Technical Game Designer
Platform:       PC
Duration:       8 weeks

LUMBERJACKED is the story of two buff lumberjack bros who have their prized artefact, THE FRIDGE stolen by the BEER KING. In this co-operative puzzle action-adventure game, you have to throw everything you have (and can find) at the woodland cronies of the BEER KING and the puzzles that stand in your way. Including your bro. Are you ready to throw the game?

My Role:         Technical Game Designer & QA Lead
Platform:       PC
Duration:       8 weeks

Project Information

Role: Technical Game Designer
Secondary Role(s): UI/UX Designer, QA Lead, Scrum Master
Platform: PC
Engine: Unreal Engine 4
Project Duration: 8 weeks 
Team Size: 23
Achievements: 
Best Art Year 2, Audience Award Year 2 (In-House BUAS Awards)

Role: Technical Game Designer
Secondary Role(s): UI/UX Designer, QA Lead, Scrum Master
Platform: PC
Engine: Unreal Engine 4
Project Duration: 8 weeks 
Team Size: 23
Achievements: 
Best Art Year 2, Audience Award Year 2 (In-House BUAS Awards)

Role: Technical Game Designer
Secondary Role(s): UI/UX Designer, QA Lead, Scrum Master
Platform: PC
Engine: Unreal Engine 4
Project Duration: 8 weeks 
Team Size: 23

Achievements: 
Best Art Year 2, Audience Award Year 2 (In-House BUAS Awards)

My Contributions

I became responsible for all UI/UX Design of the game.

I became responsible for all UI/UX Design of the game.

I became responsible for all UI/UX Design of the game.

I became responsible for all UI/UX Design of the game.

Throughout the project, I have been actively working within UI/UX Design and became responsible for it. I made sure all design was properly done and followed the correct processes. After the flow was fully defined, I started with the implementation of all UI features within the game and managed the UI Artist to provide assets that I could easily implement.

The main challenge was found in making everything properly working with controllers and providing clear player feedback at all times.

Throughout the project, I have been actively working within UI/UX Design and became responsible for it. I made sure all design was properly done and followed the correct processes. After the flow was fully defined, I started with the implementation of all UI features within the game and managed the UI Artist to provide assets that I could easily implement.

The main challenge was found in making everything properly working with controllers and providing clear player feedback at all times.

Throughout the project, I have been actively working within UI/UX Design and became responsible for it. I made sure all design was properly done and followed the correct processes. After the flow was fully defined, I started with the implementation of all UI features within the game and managed the UI Artist to provide assets that I could easily implement.

The main challenge was found in making everything properly working with controllers and providing clear player feedback at all times.

Throughout the project, I have been actively working within UI/UX Design and became responsible for it. I made sure all design was properly done and followed the correct processes. After the flow was fully defined, I started with the implementation of all UI features within the game and managed the UI Artist to provide assets that I could easily implement.

The main challenge was found in making everything properly working with controllers and providing clear player feedback at all times.

LJEnemies
BeginArea

I was responsible for the core gameplay systems.

I was responsible for the core gameplay systems.

I was responsible for the core gameplay systems.

I was responsible for the core gameplay systems.

I designed, iterated upon and implemented the core gameplay systems, such as the win and fail states. Before actually implementing these systems, I would rapidly prototype them and see if they were fun/understandable to the player. Through these rapid iterations, I created and implemented a system that would dynamically assign a respawn position for the players based on their previous positions, as well as giving Level Designers tools to make sure the level could be completed.

As I was also responsible for the UI/UX, I made sure that all of these systems had proper player feedback in visual and auditory ways and implemented this as well.

I designed, iterated upon and implemented the core gameplay systems, such as the win and fail states. Before actually implementing these systems, I would rapidly prototype them and see if they were fun/understandable to the player. Through these rapid iterations, I created and implemented a system that would dynamically assign a respawn position for the players based on their previous positions, as well as giving Level Designers tools to make sure the level could be completed.

As I was also responsible for the UI/UX, I made sure that all of these systems had proper player feedback in visual and auditory ways and implemented this as well.

I designed, iterated upon and implemented the core gameplay systems, such as the win and fail states. Before actually implementing these systems, I would rapidly prototype them and see if they were fun/understandable to the player. Through these rapid iterations, I created and implemented a system that would dynamically assign a respawn position for the players based on their previous positions, as well as giving Level Designers tools to make sure the level could be completed.

As I was also responsible for the UI/UX, I made sure that all of these systems had proper player feedback in visual and auditory ways and implemented this as well.

I designed, iterated upon and implemented the core gameplay systems, such as the win and fail states. Before actually implementing these systems, I would rapidly prototype them and see if they were fun/understandable to the player. Through these rapid iterations, I created and implemented a system that would dynamically assign a respawn position for the players based on their previous positions, as well as giving Level Designers tools to make sure the level could be completed.

As I was also responsible for the UI/UX, I made sure that all of these systems had proper player feedback in visual and auditory ways and implemented this as well.

I designed and implemented core gameplay features.

I designed and implemented core gameplay features.

I designed and implemented core gameplay features.

I designed and implemented core gameplay features.

Since this project came out of pre-production, there needed to be adjustments made to make it properly ready for production. I was heavily involved in these decisions, as well as the design for the core gameplay that got adjusted. 

After iterating upon the core gameplay, I was responsible for multiple breakdowns of features and the technical, visual and auditory breakdown of all player actions throughout the game. I made sure to deliver these efficiently and added proper flow charts so everyone could start implementing features in the game.

As we had a limited tech team, I immediately started working on the implementation of gameplay features that I designed and broke down myself as well.

Since this project came out of pre-production, there needed to be adjustments made to make it properly ready for production. I was heavily involved in these decisions, as well as the design for the core gameplay that got adjusted. 

After iterating upon the core gameplay, I was responsible for multiple breakdowns of features and the technical, visual and auditory breakdown of all player actions throughout the game. I made sure to deliver these efficiently and added proper flow charts so everyone could start implementing features in the game.

As we had a limited tech team, I immediately started working on the implementation of gameplay features that I designed and broke down myself as well.

Since this project came out of pre-production, there needed to be adjustments made to make it properly ready for production. I was heavily involved in these decisions, as well as the design for the core gameplay that got adjusted. 

After iterating upon the core gameplay, I was responsible for multiple breakdowns of features and the technical, visual and auditory breakdown of all player actions throughout the game. I made sure to deliver these efficiently and added proper flow charts so everyone could start implementing features in the game.

As we had a limited tech team, I immediately started working on the implementation of gameplay features that I designed and broke down myself as well.

Since this project came out of pre-production, there needed to be adjustments made to make it properly ready for production. I was heavily involved in these decisions, as well as the design for the core gameplay that got adjusted. 

After iterating upon the core gameplay, I was responsible for multiple breakdowns of features and the technical, visual and auditory breakdown of all player actions throughout the game. I made sure to deliver these efficiently and added proper flow charts so everyone could start implementing features in the game.

As we had a limited tech team, I immediately started working on the implementation of gameplay features that I designed and broke down myself as well.

LJOverviewHUB
QA

I managed the QA processes within our development cycle.

I managed the QA processes within our development cycle.

I managed the QA processes within our development cycle.

I managed the QA processes within our development cycle.

During the later parts of the project, I became responsible for the quality assurance of the project, this meant that I maintained the Bug List and made sure to have regular meetings with the Technical Team. In those meetings, I made sure that we focused on the highest priority bugfixes and approved previously claimed fixes. Next to maintaining the Bug List, I also created several Test Plans that were executed by (external) QA Testers and started fixing bugs myself as well.

QA was an important part of the project since you could throw each other and almost get stuck everywhere, essentially breaking the game. I made sure that the final project had nearly no bugs or spots where the player could get stuck.

During the later parts of the project, I became responsible for the quality assurance of the project, this meant that I maintained the Bug List and made sure to have regular meetings with the Technical Team. In those meetings, I made sure that we focused on the highest priority bugfixes and approved previously claimed fixes. Next to maintaining the Bug List, I also created several Test Plans that were executed by (external) QA Testers and started fixing bugs myself as well.

QA was an important part of the project since you could throw each other and almost get stuck everywhere, essentially breaking the game. I made sure that the final project had nearly no bugs or spots where the player could get stuck.

During the later parts of the project, I became responsible for the quality assurance of the project, this meant that I maintained the Bug List and made sure to have regular meetings with the Technical Team. In those meetings, I made sure that we focused on the highest priority bugfixes and approved previously claimed fixes. Next to maintaining the Bug List, I also created several Test Plans that were executed by (external) QA Testers and started fixing bugs myself as well.

QA was an important part of the project since you could throw each other and almost get stuck everywhere, essentially breaking the game. I made sure that the final project had nearly no bugs or spots where the player could get stuck.

During the later parts of the project, I became responsible for the quality assurance of the project, this meant that I maintained the Bug List and made sure to have regular meetings with the Technical Team. In those meetings, I made sure that we focused on the highest priority bugfixes and approved previously claimed fixes. Next to maintaining the Bug List, I also created several Test Plans that were executed by (external) QA Testers and started fixing bugs myself as well.

QA was an important part of the project since you could throw each other and almost get stuck everywhere, essentially breaking the game. I made sure that the final project had nearly no bugs or spots where the player could get stuck.

I managed Scrum processes within a small Feature Team.

I managed Scrum processes within a small Feature Team.

I managed Scrum processes within a small Feature Team.

I managed Scrum processes within a small Feature Team.

Next to my Design & QA work, I became Scrum Master of my feature team (5 members). In this role, I was responsible for the upkeep of Scrum throughout our development cycle and was involved in the future decision-making process together with other Scrum Masters and the Producer.

Next to my Design & QA work, I became Scrum Master of my feature team (5 members). In this role, I was responsible for the upkeep of Scrum throughout our development cycle and was involved in the future decision-making process together with other Scrum Masters and the Producer.

Next to my Design & QA work, I became Scrum Master of my feature team (5 members). In this role, I was responsible for the upkeep of Scrum throughout our development cycle and was involved in the future decision-making process together with other Scrum Masters and the Producer.

Next to my Design & QA work, I became Scrum Master of my feature team (5 members). In this role, I was responsible for the upkeep of Scrum throughout our development cycle and was involved in the future decision-making process together with other Scrum Masters and the Producer.

LJTrello

© Mees Wendels - Game Designer

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meeswendels@outlook.com

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Game Design Resumé