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ARIZONA BONES

ROLE

Producer and Lead Designer

DESCRIPTION

Arizona Bones is a 2D platforming and combat Metroidvania-inspired game where players take on the role of Arizona Bones, an archaeologist unraveling the mystery of his missing colleague while encountering living dinosaurs. As both a designer and producer on this project, I contributed to system designs, progression mechanics, and production management.

YEAR

2024

GENRE

Platforming

PLATFORM

PC & Mac

Link to play

DURATION

~34 weeks

TEAM SIZE

~11

ROLES

PRODUCER AND LEADER DESIGNER

I began as a designer, focusing on crafting gameplay systems, and transitioned to a producer role halfway through the project. As a producer, I led a multidisciplinary team of ~11 members, ensuring effective communication, task management, and scope containment to deliver a polished final product.

PRODUCTION CONTRIBUTIONS

Project Breakdown Sheet- Split weekly in a Google Document (previously in Trello but altered due to team agreement) and the Art Breakdown Sheet

MeetingNotes.png

LEADERSHIP AND TASK MANAGEMENT

  • Stepped in as co-producer mid-project to provide guidance during a critical phase.
  • Created weekly sprints with co-producer Cate Start, assigning tasks across disciplines and monitoring progress using Google Docs (adapted from Trello based on team preference).

  • Acted as a central communication hub, resolving team conflicts and ensuring alignment

SCOPE MANAGEMENT

  • Scaled back content in response to time constraints while retaining core gameplay elements.

  • Held regular meetings to prioritize features and maintain a manageable scope.

Breakdown.png

Project Meeting Notes

TEAM INTEGRATION AND COLLABORATION

  • Onboarded one new designer and new artists late in the project by introducing them to the game, detailing their responsibilities

  • For the artists, I began providing an art-tracking sheet to streamline their integration.

Project's Google Drive

CROSS-DISCIPLINARY COLLABORATION 

PLAYTESTING AND FEEDBACK

  • Worked with leads and co-producer to review feature designs, implement feedback, and deliver milestones on time

  • ​Ensured dependencies between art, design, and programming were flagged and communicated effectively.

  • Conducted playtesting sessions as a team, as well as sought out playtesters

  • Maintained a comprehensive playtesting document, holding iterative review sessions with team members to refine gameplay based on feedback.

Screenshot 2024-12-08 180721.png

Notes made on whiteboard while leading a design meeting 

DESIGN CONTRIBUTIONS

GAME ENVIRONMENT AND ITEM DESIGN 

  • Collaborated with the team to establish level themes and align progression items with the chosen environments.

    • Example: Designed thematic integration of items like the knife for cutting through vine-covered areas in the "Nesting Grounds" (a nature-focused part of the level) and the pickaxe for crystal-covered areas in the "Crystal Forest."

  • Created and iterated design documents outlining item functionality and thematic integration. Maintained an ongoing Google sheet for tracking in-game items, which underwent multiple iterations.

Journal2.png

Designed the journal and inventory - In game and Figma

Systems.png
  • Reviewed existing crafting systems and expanded item recipes.

  • Made the strategic decision to cut the crafting system due to time constraints, preserving the most critical mechanics like dinosaur bait and distraction rocks.

  • Designed core game menus, inventory, and journal systems, iterating layouts and functionalities to align with gameplay goals.

  • Implemented Unity’s new Input System, teaching team members how to integrate it into their work.

SYSTEM DESIGN AND REFINEMENT 

Screenshot 2024-12-08 181044.png

Systems Document 

ITERATIVE DEVELOPMENT

  • Held design meetings to adapt systems and address feedback.

  • Documented changes and conducted playtesting to refine mechanics.

Inventory Items Document 

Conclusion

Arizona Bones was a project that allowed me to develop and showcase my skills in both game design and production. From designing thematic progression mechanics to leading a multidisciplinary team, I learned further about the importance of adaptability, clear communication, and effective scope management.

KEY TAKEAWAYS

  • Balancing creativity with production constraints is essential for delivering a cohesive game.

  • Communication and flexibility are critical when working with new team members or shifting team dynamics.

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