Videogame Development
September 16, 2020

Sun Machine Games - Go Big!

Go Big is a top down "Grow Royale" game for mobile. You play as exciting characters smashing, dashing and growing big to victory!

Go Big is a top down "Grow Royale" game for mobile. You play as exciting characters smashing, dashing and growing big to victory!

Role & Responsibilities

As a Junior Graphic Designer, my main goal was to learn Sun Machine Games methodology and contribute my skillset to enhance the game. My responsibilities were to create and implement quality assets, update outdated game content, conduct research, create animations, produce product assets for marketing and polish in engine assets.

Problems & Challenges

 Learning how to take ownership of assets on a live game.

First look at first hand editing HTML code to implement in game banners.

Learning the importance of managing weekly sprints so that I am not bottlenecking any team members.

 First time in a graphic design position taught me a lot about completing assets to a game ready state.

Skills Used

 Unreal Engine 4 to fix widget bugs and implement assets

Adobe Photoshop to create in game graphics and banners

 Perforce to submit and pull assets needed to complete tasks

 JIRA to keep track of tasks and time management

 Zoom and Slack to communicate with team members

The Team!

The Sun Machine Games team is a close-knit and collaborative team with a wide range of skill sets and personalities. I worked on the User Experience team with my lead collaborating with managers, designers and programmers on a daily basis. What’s memorable about the company is that everyone in the company was kind and respectful, always willing to help. This made the team feel like a family. We were able to express our concerns clearly and openly so we were able to resolve any issues that arose.

Iconography

The goal for these icons was to keep it simple, informative and visually appealing. A challenge we faced was to match the visuals to the specific quest and store descriptions created by the designers. Our approach was to categorize quests and store offer descriptions and create generalized icons to encapsulate them. We made sure they were flexible and could be data driven for future functionality for the programmers to use if needed.

How to Play Banners

The goal of the how to play banners was to teach new players how to play the game through visuals before hopping into the game. One of the challenges we faced as a team was that the game was consistently changing. Therefore, keeping these banners updated with the game was difficult. To combat this our team made sure we were always building upon existing banners, using designs and assets from the past versions to iterate and create better versions than we had before.