FAST AS HECK - [IOS / ANDROID] - PERSONAL PROJECT
Christian Graham - Project Lead / Design Lead
Connor Lantz - Art Lead
Chase Slattery - Enemy AI Programming
Keola Silva - Procedural Map Generation Programming
*Currently in development.
★★★★SHOWCASED AT GDC 2019★★★★
Game Description
Fast as Heck is a roguelike rotation racer where you spin your phone to spin the world. Fast as Heck draws inspiration from Crazy Taxi, Diablo, and Blink-182 poster’s to deliver a no brakes neon injected shootathon. Grind demons into the asphalt and leave them in the dust as you race to deliver lost souls home. Fast as Heck combines the deep system-based gameplay of a roguelike with the approachable “pick up and play” gameplay of an infinite runner.
My Role
Fast as Heck has been my primary personal project since January 2019. As project lead & designer on Fast as Heck it is my primary responsibility to prototype new gameplay systems (Unity - C#), document system changes, balance existing systems, develop new content, and fulfill the team’s producer role. As producer I build and maintain our production schedule across sprints, develop test plans, and work with teammates to allocate time to specific tasks. Additionally, I create all of our marketing material, store copy, and work with third parties for potential promotional spots. I worked to have Fast as Heck showcased at GDC 2019.
Tools Used:
Unity
Trello
Summary:
Actively develop Unity (C#) prototypes such as the player movement controller, gyroscope controller, weapon system, and progression system.
Build and maintain our production schedule across many sprints.
Design interesting and engaging gameplay systems for the mobile platform.
Continually update our Game Design Doc to reflect our current status in development.
Create marketing material, write store copy, and build out store pages.
Develop test plans and future milestones for the project.
Coordinated meetings and personal milestones between teammates.