Voracity

Project Details

  • Category : PC Game
  • For : Full-time employee at WiM Games
  • My role : Producer, UX Design, Unity Dev

Voracity is a 3D TPS game in which you play as Gatto, a brave lieutenant who is in charge of stopping the evil plan of Dr. Ego, an expert in animal mutation.

The challenge was finishing a playable demo for publishers and marketing purposes in 3 months.

When I joined the team, they were in an advanced phase of Game and Level Design. However, they were struggling to have a coordinated plan. They were missing deadlines and priorities weren't clear. That's where my Producer abilities became useful.

After an analysis of the production situation, I realized that it was challenging but achievable. I proceded this way:

  1. I created a schedule of weekly sprints(the team was more comfortable with this).
  2. I had private meetings with each department leader and set deadlines according to the abilities and experience of the team.
  3. I talked with the whole team and set our top priorities.

After the first two weeks of sprints, daily standups and sprint reviews. The team's production increased exponentially. Eventually, we finished 2 weeks before the final deadline and we were able to polish some stuff in these two weeks.

In the UX area, the story flow and the player's objectives in the game were not clear for the players. I took leadership of this and started doing playtesting to solve these issues and deliver a quality experience.


  • Screenshots