Io

Project information

  • Developed By WolverineSoft Studio
  • Dev Cycle 01/11/2020 - 04/24/2020
  • Team Size 57 Developers
  • Engine Unity
  • Platforms PC, Mac
  • Visit itch.io Page

About

Io is a 2D adventure platformer made by the University of Michigan's video game development club, where you use Io's teleportation and time-slow abilities to traverse the deadly terrain and monsters of a deep abyss.

My Responsibilities (Lead Designer, Creative Director)

  • Provided direction and feedback to designers, artists, programmers, and audio engineers
  • Managed game content, scope, and vision
  • Designed and balanced levels
Crystal Caves gameplay

What I'm Proud of

  • Maintained comprehensive documentation outlining the direction for the different aspects of the game
  • Achieved good game-feel by beginning playtesting of the character controller very early on
  • Establishing a throughline aesthetic allowed for consistent enemy and environmental designs amongst different artists
  • All team members' (not just designers) ideas were heard and discussed in brainstorming sessions
  • Radical candor allowed for productive discussions regarding feedback and course-correction
Windmill Fort gameplay

What I Could've Done Better

  • Struggled to keep up with the demand for direction amongst the team
  • Didn't utilize core mechanics of teleportation and slow motion to their fullest
  • Provided too contrasting direction between animatics and level art teams, leading to a less cohesive aesthetic
  • Disproportionally focused on level design over combat, leading to the latter feeling unfinished in comparison
  • Struggled to maintain team morale as we moved remote due to the COVID-19 pandemic
Io animatic

Lessons I Learned

  • Completing an early vertical slice can allow for earlier playtesting by establishing a playable gameplay loop
  • Trust in teammates to handle straight-forward critique early on to avoid lost work later
  • Content cuts can boost morale if done decisively by allowing members to focus on improving their other work
  • Tweaking core systems late in development can break existing scenarios like platforming challenges and should be avoided
  • Using level "hubs" can make a linear experience feel less-so