"CyberSouls is an isometric hack and slash shooter. Take the souls of your enemies, purchase new abilities and passive upgrades and take down a soulless corporation."
Here I reflect upon my experience working in a diverse team within a limited timeframe. Looking at the aims we as a team set out to achieve, and the lessons I learned from this experience in regard to both leading a team, and project management.
Click here to download from itch.io and play CyberSouls.
Please note, CyberSouls currently only supports the use of an Xbox controller to play.
Developed in UE5.0.3 using Blueprints.
CyberSouls was created over three and a half days by a team of eight including myself, during a game jam for the University of Huddersfield. The given theme for this game jam was "soul".
Here I took responsibility in leading and guiding a diverse team through the short production cycle of CyberSouls as well as the coding (blueprints) of the player character.
Our goal was to experiment and explore certain aspects of the roguelite genre, mixed with this isometric hack and slash shooter style. We created an upgrade system that would only allow for a certain amount of randomly chosen upgrades and abilities to be unlocked within a playthrough to encourage players to replay the game and experience different playstyles.
I learned a lot regarding the pitfalls of overscoping a project in the strict timeframe given, and the importance of rapid iteration and testing on a daily basis in this particular situation, to ensure both design and technical issues are addressed as quickly as possible.
I also learned a lot in regards to leading a team through this process and working with and adapting both myself and the overall production of a project to accommodate the differing approaches, skillsets and ideals that my teammates have.
Overall I really enjoyed my time in this game jam, working with others to bring games to life is one of the key aspects of game development that excites me, and I look forward to future game jams and ultimately, working alongside others in industry.
My Role: Team Lead and Technical Designer
The team members I worked with to create CyberSouls:
Jack Beddows - Technical and Systems Designer and trailer editor - https://jack-beddows.itch.io/
Kaitlyn Taylor - Technical Designer, AI Programmer and VFX artist - https://www.kaitlyntaylorgamedesign.com/
Bradley Curtis - Environment, Prop and UI artist and soundtrack composer - https://bradleycurtis.artstation.com/
Jack Spencer - Character Artist and Animator - https://jack_spencer.artstation.com
Alicia Amaral - Character Artist, Animator and Texture Artist.
Alex Diamond - Level and UI Designer.
Rahamahn Ali - AI Programmer.
Harley Payne - AI Programmer.