Party Crashers is a VR experience made in Unity where you're moved around a birthday party overrun by evil piñatas as you deflect incoming party hat missiles and crack open hyenas trying to take your candy. It culminates in a boss battle where the player takes back the bouncy house from the nefarious streamer squid.
I lead a team of 17 people over the course of a year to get Party Crashers ready for a local interactive media convention. 
As the team lead I had a hand in many parts of the project. I created the design document and then pitched the idea to the convention producers.
After my team got selected for the convention I spent the following week setting up the VR and track system that moves you around the map. 
After completing the two main systems, I moved to creating a roadmap for my team that would take us from January 1st to the day of the convention (April 21st). The road map included but wasn't limited to in depth descriptions of systems like the enemy AI, the art assets needed, and audio cues that would occur as the game was played. The road map then divided each system and asset needed into week long sprints that would be divided among team members. 
Each week on Wednesday and Friday I would ask for updates on every team member's work. If there were road blocks, bugs, or questions, I would then help team members in need to overcome obstacles that appeared in development. I would do this by assisting with a lot of the programming and helping designers get ideas from concept to execution. 
Party Crashers was delivered to the convention ahead of schedule and with no errors. It was met with great reception as many people would leave the game to instantly get back in line. Our exhibit was a complete success that held the longest lines each day of the convention.
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