Videogame Development
April 4, 2020

Vancouver Film School - Scouts' Oath

A 3D 3rd person single player puzzle platformer with AI management for the PC. You play as a boy scout who is trying to rescue his friends from a burning tree-house.

A 3D 3rd person single player puzzle platformer with AI management for the PC. You play as a boy scout who is trying to rescue his friends from a burning tree-house.

Role & Responsibilities

During our final project at Vancouver Film School I worked on Scouts’ Oath. I had the chance to work closely with a cross-functional team. We had to communicate collaboratively to prioritize and complete the game in a short timeframe. My responsibilities were to establish and implement UX design and do UI programming, do technical level implementation, develop UI systems for AI and player character, and work on creating level actors for designers and develop the games UI screens in game and menus.

Problems & Challenges

Time constraints as the team had 6 months to develop the game.

First time taking ownership of features. I took ownership of the games UI/UX design.

Collaboration and communication with mentors in industry. This involved constant feedback that the team had to decide whether to implement of not.

Prototyping different UX designs for game menus and in game experiences.

Communicating with different disciplines to prioritize asset timeframes so implementation could be complete

Skills used

Unity Engine 2018 used to create game

Collaboration with team to create game concept

Problem solving based on feedback from playtests

Managing time for completing tasks in multiple roles

Iteration on design to add and take out necessary and unnecessary information

The Team!

The Scouts’ Oath team consisted of 6 game design students who took on different roles. We had 2 programmers, 2 artists, 1 project manager and 1 level designer. As a team we worked collaboratively to design a project we are all proud of too this day. We trusted each other to complete their tasks and were not afraid to communicate openly with one another when struggling.

Scout States

The icons above the fellow scouts’ heads represent their state. Our goal is to show players how their fellow scouts are doing and complement their animations. Our team found it challenging to create simple iconography that differed from a traditional health bar. After trying different iterations, we finally were settling on circular iconography, which fit right in with the game.

Loading Screen

The loading screens show users how to shoot water balloons in the game. The goal of the loading screens is to educate players on the core mechanics of the game. Players stack, toss and shoot water balloons to progress throughout the game. The challenge we faced was how to get this information across players in an intriguing manner that was easy to understand. Our team came up with a solution using animation to show different mechanics and how to perform them using the controller.