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Christian Allison's Postmortem

The Case of Elias Granger
A downloadable game

My Role and the Work I Did

Hello, my name is Christian Allison, and my role in this project was primarily that of a level designer, which would probably fall under artist. I was in charge of drafting the layout of the interrogation room and putting together the environment using the assets that were created by the art team (they did a great job on those assets). I also recorded some voice lines for one of the characters in the game, but I don't know if they made it into the game. For this game, we used a Miro board instead of a Kanban board, so I don't have any estimates of how long I initially thought the work would take. However, I spent about 20-25 hours in total on this project, working on creating the environment for the room, setting up some parts of the itch page, coordinating with the team, and recording voice lines.

The Most Difficult Part

At first, the most difficult part was coming up with a game concept that matched the theme we were working with and the features we were required to implement. Once we had settled on a concept, things were pretty much smooth sailing for me, though I suppose that was part of the problem. I know some members of the group, such as John and Luke, did a lot more work than I did, and I should have volunteered more to help out with those areas, regardless of whether it seemed like they had things handled or not. The most difficult part for me was gauging how much I was contributing to the efforts of the team and whether I was doing enough or if I needed to do more.

What I Learned

I'd say the main thing I learned is that I need to be more proactive about communicating with my team and determining if the amount of work I'm doing is enough or if I should be doing more. There were several times during the development of this game where I thought about doing so, but decided not to because I thought those areas were covered pretty well. This resulted in me sitting around doing nothing for hours when I could have been helping other people get their work done. It's also shown me that I perhaps need to diversify my roles a little. I enjoy doing level design, but there are other areas where I can and should help out that would not only make things go faster on a project, but would also give me experience with skills that could be more useful to me later.

What I Am Most Proud Of

I'd say I'm most proud of how the environment came together in the end. As I've said before, the art team did an amazing job on the assets and making them fit with the environment we needed to create. When the room was fully put together, it looked really good. I was trying to match the aesthetic of interrogation rooms in TV shows, and I would say I was successful in doing so.

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