is a 3D-mapped multiplayer arcade game designed as a collaborative effort for our Next Level Arcade course at UT Austin in the Fall 2025 semester. Working together, players one and two take on roles as individual fire fighters. While one mans the water and must quell the growing flames, the other steers the truck and ladder to rescue stranded victims--but as both tasks engage all four sides of the building, players must dash around in the real world to manage increasing troubles. The game ends after three waves and operates with a high-score objective.The itch.io page can be found HERE.
...as well as aided with fabrication needs and video editing our teaser trailer. Each week, I coordinated, organized, and tracked individual tasks + discussed goals with team members while assisting with any further needs as they came. I managed most modes of external communication such as prop rentals and ordering in new materials.Additionally, I served as our project's concept artist and designed the early stages of our player characters, player sprites, window states, and NPC death animations. I designed and finalized our logo as well as our three wave-defining "cutscenes" (comic panels). As previously mentioned, I created the game's video trailer.Click or tap each image below to enlarge it to full view.
Our game shifted a lot from our multiple initial concepts. For starters, we almost went with a bomb-diffusing simulator-type instead, though opted for our first firefighting idea by the class' majority vote--but even then, our uncertain debates of a four player game eventually whittled down to the current two. We momentarily struggled with the idea of whether to make our multiplayer aspect a mandatory one, eventually pursuing it despite the lack of flexibility. To us, the requirement of a second player (and the coordinated teamwork that one would then bring) enhanced the experience and better achieved the vision we had for our game. It proved to be the perfect choice.The visual aesthetics of the game didn't shift nearly as much as the gameplay itself would. Most concept art only required one round before a group consensus was reached in approval, and the finalization of these designs came from our primary artist shortly following. Cutscene concepts were sketched early on, though were quickly scrapped due to bigger coding priorities, later story shifts, and a dissatisfaction with the monotony of the initial sketches. Fabrication proved to be our next biggest point of constant change and would remain so until the end with full-group efforts pairing to produce more controllers, larger controllers, and better color-coded adjustments.
As someone who's always wanted to try a management position and was granted this opportunity as my (hopeful) first of many, I've learned a lot about multi-tasking, assertion, and managing goals and expectations. As a chronic people-pleaser and someone who loathes uncomfortable tension, it can sometimes prove a struggle for me to assert myself without some inciting incident prior. I feel like I've absorbed a lot through this experience on the importance of tackling such and just how much this is relied upon by others. I stepped outside of my comfort zone with this role (as excited as I was to do so) and am extremely proud of what we achieved together. I've gained a lot of insight that I'll be bringing forward as both an individual creative and a team member of future works. It sounds basic to talk so much of group relations and teamwork in a reflective statement, but that's truly what matters most within this role. If given more time to work, I'd have liked to begin documentation early for the sake of better/easier archival efforts later on.