Game Producer
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Sky Shepherd

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Role : Lead Producer

Status: Published (Steam)



 
 

About

Sky Shepherd is an atmospheric adventure game in the sky where you play as the lone survivor of a collapsed civilization. Glide through the world and round up a herd of creatures with your musical instrument. Help them stay safe and explore the sky together.

Created in Unreal Engine 4

Project Timeline

10 Sprints (September 2018 - Early May 2019)

My ContributionS

  • Set up and manage team JIRA

  • Scrum master duties

  • Keep team on track/scoping well throughout development

  • Schedule and hold one on ones with teammates

  • Document meetings, design materials, marketing and business materials

  • Present sprint reviews to showcase progress every 2 weeks

  • Playtest to bug test and evaluate efficiency of mechanics

  • Regularly update development blog and social media channel

  • Create in-depth budget and business plan for potential future monetization

  • Host/organize team bonding events throughout semester

  • Prepare all available materials regarding the game for publishing/dev kit application

  • Make adjustments to process based on team feedback and what’s working (or not)

  • Meet regularly with the audio team to ensure all audio assets follow game vision

Mid-Point PROJECT Reflection

Our team ended up with a feature complete alpha in December 2018, including one playable level with several final art assets in, which was our goal for the semester. Despite some art pipeline hiccups, we were able to learn from those mistakes and work hard to meet this goal. Our game was favorably received when we did an open playtest at the EAE play event. According to 91 out of 152 responses from our user survey, people strongly agreed with the statement “I want to see more of the world.” We were also approached with the news that the Ronald McDonald house wants to beta test our game with the children they work with, which will be an amazing opportunity for us to connect with the community! I’m so proud of our game, and I hope we can continue to create an emotional experience as we start polishing and adding larger levels to our game.

 
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Boxcastle Games (Fall 2018)

Front row, from left to right:

Rikki Zhuang (Technical Artist), Emi Eve (Environment Artist), Nate Shirey (Environment Artist), Noelle Johnston (Me!), Dickens Chong (Level Designer) Utkarsh Rao Viswavasu (Vision Holder / Engineer) Conan Zhang (Gameplay Engineer)

Back row, from left to right:

Rita Kaczmarska (Art Director), Chase Sanders (Character / Environment Artist)Yiming Huang (Technical Artist), Coleman Brcko (Technical Artist), Georbec Ammon (Technical Artist), Jonathan Bishop (VFX / Art Lead), Olivia Jenkins (Character / Technical Artist)

Strange man off to the side:

Dorian Rosen (Vision Holder / Engineer)

Strange shirtless man obviously not photoshopped into the back row

Trevor Newell (Technical Artist)

screenshots