Brian K. Applegate

Tokyo Tempest ~ Arashi Games

About: Tokyo Tempest is a top-down shoot-em-up mobile game in which the player controls rebellious youth Hikaru and uses his mastery of lightning to revolt against the Yakuza’s drone army. Players navigate a procedurally generated world in their battle against the machines, making each playthrough a unique experience. The arcade-style scoring system encourages repeated play and challenges the player to overcome his or her own high score.

Development Info:
My Position: Senior Producer
Development Length: 8 weeks | Shipped December 2015
Team Size: 6 Developers
Weekly Work Hours Per Developer: 15 hours
Engine: Unity 5.2 | Mobile(Android)

My Role

Senior Producer

Responsibilities:

  • Mentored team on agile development practices and process
  • Assisted in problem solving game design elements for endless bullet-hell shooter
  • Mitigated major risks and helped prioritize tasks
  • Coordinated and organized off-campus playtest session for Tokyo Tempest, as well
    as 8 other games; created survey using Survey Monkey and synthesized results
  • Resolved Perforce issues for 9 development teams composed of 4/5 developers

Documentation:

PandamoniumRiskPlanThis is a presentation on the user research survey testing results from a play-test where we collected 40 players to play our game and fill out a survey in the span of 3 hours. I compiled, analyzed, and presented the interesting data to our team.

MadeWithUnityThis is a link to a post I wrote on the Made With Unity website. The post is about the design challenges we encountered when designing and producing Tokyo Tempest.

Mini Postmortem

What Went Right:

  • Collaborative environment where team members trusted each other and exhibited a good working culture
  • Responded well to user testing feedback
  • Took criticism well and made good decisions on cutting features

What Went Wrong:

  • Over-scoping the game at the beginning of development
  • Spent too long trying to gold-plate features and artwork
  • Did not plan a tutorial level

What We Learned:

  • The gameplay difficulty is much harder for players than for developers
  • Just because someone playtests the game does not mean they are the intended audience
  • Good conversation and rapport for each other is important

Gallery