DUUSA is current a prototype 2D pixel action platformer. Made in Unity, the character of Medusa must use her snake-haired curse to her advantage to kill the power hungry men of Greece and knock the evil demigod Perseus off of his throne.
Feature Log
After having some previous experience with project management in previous project, it was a lot smoother to refine the process in working with my team to narrow down the collective vision we all had for our game. At the start of our project we mapped and broke down the major features we needed in the game and at what point in the development process we needed them by.

Sprint Sheet
This was my first time being Project Manager on such a large project, so the sprint sheets may vary from weeks as we were still finding our footing for working with a large group of people for an extended period of time. Most of the members of my team were not fond about using any of our spreadsheets, so I continuously tried to make them more user friendly for everyone.

Our game, being a narrative walking simulator, relied heavily on the environmental storytelling to support the narrative that we were constructing about the town that Justine has come back to. We made this slide deck as a guideline for all our artists, designers, and writers on the team to follow on what we need to focus on to portray the tone, both environmentally and visually.
Once we had finished blocking out the main features of our game, we needed to refocus our attention to debugging and polish. Since we usually had about 3 devs tackling various bugs, we made this spreadsheet to track our bugs in detail. Since we were working with a lot of Unity scenes, we needed to specify where the bug occurred and once we solved it, if it was particularly difficult or might prove to be a problem in the future again, we would make a not of what we found the issue to be.
