Arid

Description

Arid is a gritty, exploration-survival experience that challenges players in surviving the most arid place in the world. By using your skills and adaptation, you must face the loneliness, the extreme temperatures, and mysteries of the Atacama Desert.

Arid is my IGAD Year 3 project where we got a year-long assignment. Over the course of the year we are developing Arid with a team of 23 students and a small outsourcing team.

Steam Page Link
DateSeptember 2020 - July 2021RolesAssociate Producer (first few months) - Design lead - Tech Designer

My role in Arid

At the start of the 2020-2021 academic year I was aiming for a game producer role in one of the year-long projects. The previous project, Streamlined Mastermind, I managed to learn much more about production and scope management but I noticed that there was still so much to learn. After the first week of the academic year I was assigned the role of Associate Producer of Arid, a concept for a survival game set in the Atacama desert.

Being an Associate Producer meant (in my case) that I was in charge of short-term planning & risk mitigation, specifically technical related tasks like making sure Continuous Integration & Delivery systems are available and accessible to the team, but also reserving PS4 Devkits and making sure they are remotely accessible. Besides this I also took charge of team bonding and scouting for networking events & contests that we could apply for with Arid.

At the end of the Concepting phase of Arid we started to notice that the Design team lacked direction and a clear lead. This is why I stepped up and took on more Lead-Design related tasks. This also meant that from the Pre-Production phase and on my main role shifted to Lead Designer.

Looking back on this switch I'm very glad how it turned out. This role allows me to be much more hands-on in development and gives me more direct control over the concept and development process, but also increases pressure and workload. My responsibilities as a Lead Designer during Pre-Production were mostly related to features like Base Upgrades, Equipment, Crafting, Status Effects, Weather and the Day & Night cycle. I've also spent time on making technical design prototypes to test and prove concepts that the Design team worked on. Being a Lead Designer also meant that I had to manage a team of about 6 designers, giving me a good opportunity to improve my soft-skills. Overall I feel like the Pre-Production phase was an excellent challenge for me which allowed me to push the project further.

Feiko is a people person, can talk to everyone and doesn't show any negative emotion or frustration to people. As a lead he communicated regularly about the issues with design and his professional opinions. He is improving as a lead overall.

Riccardo Di Giovanni

My contributions

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The full project is available for free on Steam!

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