hustle

Office Hustle is a game that focuses on stealth and takes place on a 2D-grid. Hide from your enemies or lure them away using objects in the environment. Time your movement and use everything at your disposal to get higher up within the company in this comedic infiltration game.

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

Office Hustle is a game that focuses on stealth and takes place on a 2D-grid. Hide from your enemies or lure them away using objects in the environment. Time your movement and use everything at your disposal to get higher up within the company in this comedic infiltration game.

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

Project Information

Role: Game Designer
Secondary Roles: Audio Designer, Marketing Manager
Platform: PC
Engine: Unreal Engine 4
Project Duration: 8 weeks
Team Size: 11
Achievements: 
Best Design Y1, Runner-up Audience Award Y1 (In-House BUAS Awards)
Featured in PCGamer's Free Games of the Week
Nominated for Student Game Awards (2019 Grads in Games)

Role: Game Designer
Secondary Role(s): Audio Designer, Marketing Manager
Project Duration: 8 weeks 
Team Size: 11
Engine: Unreal Engine 4
Platform: PC
Achievements: 
Best Design Y1, Runner-up Audience Award Y1 (In-House BUAS Awards)
Featured in PCGamer's Free Games of the Week
Nominated for Student Game Awards (2019 Grads in Games)

My Contributions

I designed and iterated upon the core concept.

I designed and iterated upon the core concept.

As this project didn't start off as a stealth game, there were some rocky ways throughout the concept phase that involved multiple iterations of the core concept. I was involved in the concept creation and iteration and the creation of prototypes following these concept changes.

Next to iterating upon the core concept, I was also involved in multiple Level Design iterations of gameplay moments before it got passed for the final versions to the core level designer.

As this was my first ever multidisciplinary game project, making these iterations made me learn a lot about the iterative development games use and how to apply this properly so there are tangible results at every iterative loop.

As this project didn't start off as a stealth game, there were some rocky ways throughout the concept phase that involved multiple iterations of the core concept. I was involved in the concept creation and iteration and the creation of prototypes following these concept changes.

Next to iterating upon the core concept, I was also involved in multiple Level Design iterations of gameplay moments before it got passed for the final versions to the core level designer.

As this was my first ever multidisciplinary game project, making these iterations made me learn a lot about the iterative development games use and how to apply this properly so there are tangible results at every iterative loop.

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I was heavily involved in the player experience and auditory feedback.

I was heavily involved in the player experience and auditory feedback.

During the multiple iterations, I created proper breakdowns of the player experience and all interactables within the game, so we could start with the implementation of these features and the corresponding visual and auditory feedback.

I became responsible for all the auditory feedback within our game, focusing on improving the player experience by creating, mixing and implementing sound effects at the player actions. Next to this, as we wanted a stealthy mood at our game, I was responsible for the soundtracks within the game, both the creation and mixing of it. This experience made me learn a lot about the impact of audio on the game and how it really can benefit the player experience.

During the multiple iterations, I created proper breakdowns of the player experience and all interactables within the game, so we could start with the implementation of these features and the corresponding visual and auditory feedback.

I became responsible for all the auditory feedback within our game, focusing on improving the player experience by creating, mixing and implementing sound effects at the player actions. Next to this, as we wanted a stealthy mood at our game, I was responsible for the soundtracks within the game, both the creation and mixing of it. This experience made me learn a lot about the impact of audio on the game and how it really can benefit the player experience.

I was responsible for the marketing of the game, both online and offline.

I was responsible for the marketing of the game, both online and offline.

Next to designing the game, I was responsible for the marketing of the game. Together with an artist, I created trailers, artwork and a press kit to be used during the marketing of the game. Next to online marketing, I also made sure we had promotional material during showcase events.

Next to designing the game, I was responsible for the marketing of the game. Together with an artist, I created trailers, artwork and a press kit to be used during the marketing of the game. Next to online marketing, I also made sure we had promotional material during showcase events.

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© Mees Wendels - Game Designer

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Game Design Resumé