Team
Sheridan College's Spring 2025 Design week
Tools
Unity, Asprite, Miro
Team
Sheridan College's Spring 2025 Design week
Tools
Unity, Asprite, Miro
Team
Sheridan College's Spring 2025 Design week
Tools
Unity, Asprite, Miro
KEY POINTS
Developed design documentation for the primary puzzle by creating an early diagram with detailed notes.
Led asset creation and helped guide less experienced secondary artist.
Created a majority of the character art in conjunction with the narrative designer.
KEY POINTS
Developed design documentation for the primary puzzle by creating an early diagram with detailed notes.
Led asset creation and helped guide less experienced secondary artist.
Created a majority of the character art in conjunction with the narrative designer.
KEY POINTS
Developed design documentation for the primary puzzle by creating an early diagram with detailed notes.
Led asset creation and helped guide less experienced secondary artist.
Created a majority of the character art in conjunction with the narrative designer.
OVERVIEW
Built as part of a program-wide game jam (called “design week”) at Sheridan College. Party Never Stops is a time-loop point-and-click mystery game about trying to prevent your father’s murder. Each time you fail, the time loop starts again!
OVERVIEW
Built as part of a program-wide game jam (called “design week”) at Sheridan College. Party Never Stops is a time-loop point-and-click mystery game about trying to prevent your father’s murder. Each time you fail, the time loop starts again!
OVERVIEW
Built as part of a program-wide game jam (called “design week”) at Sheridan College. Party Never Stops is a time-loop point-and-click mystery game about trying to prevent your father’s murder. Each time you fail, the time loop starts again!
Above, see some screenshots from the finished game showing its functionality.
DESIGN PROCESS
The objective for this year's design week was to create a short, 3 puzzle game with the inclusion of a physical component. This left lots of room for lots of interesting ideas, but ultimately caused us to get a little lost in the possibilities.
DESIGN PROCESS
The objective for this year's design week was to create a short, 3 puzzle game with the inclusion of a physical component. This left lots of room for lots of interesting ideas, but ultimately caused us to get a little lost in the possibilities.
DESIGN PROCESS
The objective for this year's design week was to create a short, 3 puzzle game with the inclusion of a physical component. This left lots of room for lots of interesting ideas, but ultimately caused us to get a little lost in the possibilities.
This resulted in several very strong ideas, but a lack of clear direction for the game's themes, mechanics, and style. Through a phase of detailed feedback and review from other designers outside our team, we eventually settled on one idea.
After we determined our design direction, we launched directly in to the design, which we'd started to fall behind on compared to other groups. We created a good amount of documentation that was essential to the success and harmony of the project overall.
By this point, we had roughly 2 days to create a rapid prototype of the game as we'd designed it. We executed well on our primary ideas, and successfully showed the promise our game had.
LEARNINGS
For Party Never Stops, our team created specific and detailed documentation on what was otherwise a rather small project. This was hugely useful in keeping the team organized, and allowed us to squeeze as much as possible out of the time we had. I learned how valuable good documentation was, regardless of project size. For later projects, I've taken this lesson to heart and now always keep my documentation up-to-date and relevent.
LEARNINGS
For Party Never Stops, our team created specific and detailed documentation on what was otherwise a rather small project. This was hugely useful in keeping the team organized, and allowed us to squeeze as much as possible out of the time we had. I learned how valuable good documentation was, regardless of project size. For later projects, I've taken this lesson to heart and now always keep my documentation up-to-date and relevent.
LEARN-INGS
For Party Never Stops, our team created specific and detailed documentation on what was otherwise a rather small project. This was hugely useful in keeping the team organized, and allowed us to squeeze as much as possible out of the time we had. I learned how valuable good documentation was, regardless of project size. For later projects, I've taken this lesson to heart and now always keep my documentation up-to-date and relevent.