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Concrete Jungle

Game Info

Title: Concrete Jungle

Company: Becker College

Platform: Windows

Genre: Platformer

Engine: Unity

Duration: September 2018 - April 2020

Team Size: ~20

Project Status: Launched

My Role

Position: Producer/Designer

Major Contributions:

- Team Communication

- Project Presentation

- Level Design

- Plastic SCM Management

Project Summary

Concrete Jungle began as an episodic 2D platformer featuring multiple games within a single product, all featuring extreme levels of difficulty. The idea behind this project was to try and break into the interest shared by games like Getting Over It and Super Meat Boy, constant failure that is highly conducive to streaming audiences and viral success.  

This project only realized its current form after the first semester of its development, where the game was narrowed down to two specific mechanics; the Bronx and the Chicago levels. The Bronx features a single player who has to jump around the city dodging and jumping on projectiles to narrowly avoid instant death. Chicago features two playable characters that must work in tandem to avoid enemies and solve puzzles while always keeping on the move.

Responsibilities and Key Takeaways

Production

My key role during this project's lifespan was being the producer. Taking on the role after the previous producer graduated, I helped guide this project towards its maximum potential given the talents we had on the team. I helped manage the developers alongside our executive producer in an orderly fashion, akin to that of Agile/Scrum. By leading weekly standup meetings on site every Wednesday and logging each developer's tasks throughout every week, we were able to get a very good idea on our productivity velocity as the weeks went on. Due to this newfound regulation, we made significant progress and our game reached heights never before seen.

Another major upgrade to the team this year was the addition of multiple artists. At the project's conception, the team had one artist, and even then there was no singular art style that the team agreed on. Until this year, the entire game was made up of placeholder art. Since the introduction of the new artists, we now have full animations, illustrated backgrounds, and complete character designs.

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