I was one of the level designers for this project. Since this was a game jam we immediately thought of getting assets and start implementing into the game. With two others we made a series of arenas for the player to traverse as they fight off enemies to reach the end.
The overall good that happened while working on this project was that I consistently stayed in contact with my person who worked on the procedural generation, Peter Bankston, when it came down to the design and implementation of these levels. The reason why this was so important is because we needed a variety of levels so when the player interacts on one, or all, of the doors it would spawn in one of those rooms.
The main issue at hand that really became persistent is that most of the people who did agree on working on the project did little work, and it was practically every other day. I was still not too comfortable to work with Blueprint within Unreal Engine at the time there was very little I could do. There was no real commitment to the project and it slowed down the progress of what we really wanted to do, so our Team Lead, Matthew Haight, and many others had to take on the different roles that were assigned to the rest to get this game to work.
I was relatively used to working in groups by this point but this time is felt a little different. The main people that ended up working on this project really didn't want to give up as easily even if we were missing half of the team. They taught me that even if things are going down we should always take into account we can do to mitigate and do the best as possible even if the project is half way done.
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