ChosenFate™ is a team-based platform fighter. Players will choose from a number of weapons, armor, fighting styles, and special techniques to create their own personalized character. They then head into battle, either online or in local play. Contenders will work together to secure the enemy team’s flag, and take down anyone who stands in their way.
As a collective, we’ve managed the project via Slack. We held and maintained weekly meetings on Google Hangouts for 5 years. Our remote team consisted of 5 members: a lead developer, contract developer, lead character and animation artist, a lead environment artist and lead user experience and interface designer (my role). After reaching the milestone of having a playable demo, we hosted play test events, created a Discord community, and vendored at the Imagine RIT festival.
ChosenFate was our very first remote and collaborative game development project. We learned and utilized several tools and resources during the process of creating all original assets and developments of ChosenFate.
Unity was the game engine used to develop ChosenFate.
SourceTree was what the teamed used for the version control of ChosenFate.
Github was where we hosted our repository.
Cinema 4D and Blendar is what we used to create the 3D assets such as characters, clothing assets, and animations.
We used Trello for project management and brainstorming sessions.
We used Figma & Illustrator for any vector art such as the workflows, level design, icons, ui, and character clothing/armor textures.
As the UX/UI designer and a natural innovator, I created the logo, user flows, design compositions, and led the conceptualizations of the UI, promo materials, features, functionalities, and more.