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You have found a cute jelly on a wonderful sky island paradise! Use your building and crafting skills to take care of him.

Here is my experience working as an apprentice for [P1] Games. Working on their upcoming project, Sky Jellies.

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Responsibilities

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- Creating design documents and boards for design ideas and planning (characters, world building, etc.)
- Designing concepts, plans, and character interactions
- Playtest previous and updated project builds

- Documentation and storyboarding bugs, lacking descriptions from playtests for production

- Recruiting other potential candidates for the game design apprenticeship

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 Development Process

As a game design apprentice, my role is gaining hands-on experience to brainstorm and shaping concepts and game ideas to define to overall visions and creating gameplay mechanics. I've also done marketing work by recruiting a few members to the design team within P1. I'm involved into prototyping, creating gameplay and UI storyboards, and finding glitches and how to improve them for better game feel and performance. I've collaborated with teams (art, sound, programming, etc.) within P1 to help create and finalize tasks for the game's production.

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Here is one of my favorite tasks I've work on summarized

 

Reworking the Craft/Upgrade Bench Task

For this task, the assignment is to reworking the crafting/upgrade bench system. To goal for this task is to explain to the player of how the bench system works and giving positive/negative feedback to the player when they have done something correct and incorrect.

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I explain the bench system by making my own UI system. For storyboard 1, when the player walks up to the bench and presses a prompt to access the bench, I explained where everything is, what is the function for each slot of the UI and how would the player navigate through the menu. 

In storyboard 2, here where I explain the design requirements of when the player has enough materials to craft/upgrade. What positive sound feedback is returned to the player when they successful have the materials to craft the item they want.

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Storyboard 3 explains the opposite; when the player doesn't have the materials to craft and how any negative feedback portray to the player that they can't craft and needs more materials to do so. 

Storyboard 4, I explain how the player can upgrade the workbench itself to receive rewards in more better rarity in materials and crafting items (in more durability and strength since these tools can break over time).

More Games I've Worked On Here On Itch.io

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