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DreamWorks Super Star Kartz Print E-mail
  
Sunday, 06 November 2011 17:25

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This was my final project at High Impact and the first game we shipped on our new and improved cross platform engine. It was the melding of the old PSP engine and the Spyborgs engine. It was built to support a wide range of consoles and allow for fast development and iteration time. We shipped the game on Xbox360, PS3, Wii, and 3DS in a tight eight month project cycle with a fairly junior team that ramped up from two people to about twenty people during the the eight months. While the game might not be ground breaking, I am very proud of the acheivement and believe we pushed the limits of how efficiently a motivated team can build a shippable product.

 

In the credits, I'm listed as the Technical Director/Co-Creative Director. What that actually meant was that I managed the programming architecture and lead the team in coding everything from the low level engine to the tools to the gameplay. I also managed our gameplay design documentation and creating mechanics that would please Dreamworks, Activision and ourselves at the same time while also being acheivable in the allotted time.

 

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Last Updated ( Monday, 07 November 2011 06:28 )
 

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