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 Pleading Flames Greenlight Presentation 




Greenlight Success

This is a presentation that was created as a pitch for the game "Pleading Flames". The presentation was entered into a highly competitive pitch environment, but the game and presentation were both strong enough to make the game one of only 50% of projects to move forward. This presentation was successful because through careful management we were able to dedicate a significant amount of time to building and improving it, with each member getting input and creative control over their own slides. This extra time was created through effective use of agile management, and the careful backlog management and prioritization which I implemented throughout the sprint.

This presentation goes through the story, important gameplay features, art, demo, and business strategy of the game. One important area is the theming and immersive nature of the presentation. We worked to keep the color palette of the presentation consistent with the color palette of the game, as well as having the tone of the slides fit the narrative. Another strategy used in this presentation is the comparatively large amount of time spent on the demo. We knew that our demo was stronger than most, so we made it the centerpiece of the presentation, and let it speak for itself. Focusing on the areas that we were strongest in paid off dividends during the selection process, since the qualities of our game and team were readily apparent.

 

Strong Prototypes

Another Important aspect of management came from guiding the team through the intensive prototyping phase that proceeds the greenlight process. Each week we were instructed to produce a new prototype, and before the greenlight meeting we were given an additional week to flesh out the final prototype. This means that the presentation and the demo seen in the above video are  the progress of only two weeks of overall work. The success of this prototype was not an isolated event, we were able to produce three strong prototypes during this period. 

The strengths of the prototypes came largely from strong prioritization and sprint planning, as well as effective usage of resources. For example, during our first sprint, when we were developing a prototype for a narrative game, we chose to produce an additional prototype that consisted of a text adventure, alongside the core prototype that showed off the 3d mechanics. This was a good decision because, while it limited the documentation we could produce, it did more to show off what the final product would look like than any documentation could.

 

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  Lead Producer At Healthy Design Worked with several interdisciplinary teams from different organizations Managed team productivity Ensured Scrum compliance across all teams  Communicated with stakeholders (Insert Testimonials) Producer At Corvos Worked on multiple interlinked projects Developed novel online platform Developed Role Playing Games Developed Alternate Reality Games (Insert Testimonials)  Portfolio  Development Blogs  Post Mortems Contact Me