Cardboad Chronicles

Cardboad Chronicles

overview

overview

Trailer for final Release!

Trailer for final Release!

Slam! Explore! Pet DOgs! Go Around the magical town of doodleburg to save the world from being flattened by an alien threat!

Slam! Explore! Pet DOgs! Go Around the magical town of doodleburg to save the world from being flattened by an alien threat!

Role

Design Lead / Technical Designer

Engine

Unreal Engine 4.27/5

Duration

6 months

Team Size

13 People

Platforms

Cardboard Chronicles is my Master Thesis released on the Nintendo Switch for my Master's at the University of Utah. I initially was a technical designer during pre-production/experimentation phase as I was the only designer with technical know-how on the team, so I decided to work as a bridge between Engineers and Designers to ensure both were on the same page.


I switched over to Design Lead during our second semester as I had brought upon a total design rework for the overall gameplay and story. I also helped program NPC interactions, updating NPC's based on player progression, and the pacing of the entire game.

Cardboard Chronicles is my Master Thesis released on the Nintendo Switch for my Master's at the University of Utah. I initially was a technical designer during pre-production/experimentation phase as I was the only designer with technical know-how on the team, so I decided to work as a bridge between Engineers and Designers to ensure both were on the same page.

I switched over to Design Lead during our second semester as I had brought upon a total design rework for the overall gameplay and story. I also helped program NPC interactions, updating NPC's based on player progression, and the pacing of the entire game.

Screenshots

Screenshots

my roles

my roles

my roles

Technical Designer

Technical Designer

Technical Designer

  • Developed a Flexible FMV Cutscene System
    Created a system for playing .mp4 videos in-game, with a skip function using long button-press detection—used in both cutscenes and the dog-petting mechanic.

  • Implemented Dynamic NPC Interactions
    Designed and implemented all NPC interaction logic, with 11 unique sequences reacting to player progression and state changes.

  • Owned the Narrative-Heavy Town Center Area
    Managed dialogue trees, character positioning, and conditionals based on player progress for the game’s most complex hub.

  • Integrated Puzzle, Dialogue, and Combat Systems
    Unified systems created by different engineers to ensure smooth transitions and consistent logic between gameplay modes.

  • Created UI Systems for Health and Mini-Games
    Built a flipbook-based health UI and a fully functional Whack-a-Mole mini-game interface, complete with controller compatibility.

Design Lead

Design Lead

Design Lead

  • Scoped and Redesigned the Game Mid-Production
    Identified bloat and scope creep; created a redesign plan that condensed the game to two levels and a hub, keeping core features while reducing dev strain.


  • Cross-Disciplinary Leadership & Mediation
    Organized narrative-design syncs, guided conversations between teams, and helped mediate tensions to keep production moving smoothly.


  • Documented Systems and Pipelines
    Authored design documents that broke down features into clear implementation steps with assets, dependencies, and engineering needs.


    Motivated Designers with Creative Constraints
    Created design constraints (e.g., Joy-Con-centric mechanics) to spur creativity and align with the Nintendo Switch audience and dev timeline.


  • Designed Overall Flow of the Game
    Mapped out the entire game from start to finish focusing on actions, important moments, and emotions that players would experience. This ranged from story beats to moment-to-moment gameplay.

  • Scoped and Redesigned the Game Mid-Production
    Identified bloat and scope creep; created a redesign plan that condensed the game to two levels and a hub, keeping core features while reducing dev strain.


  • Cross-Disciplinary Leadership & Mediation
    Organized narrative-design syncs, guided conversations between teams, and helped mediate tensions to keep production moving smoothly.


  • Documented Systems and Pipelines
    Authored design documents that broke down features into clear implementation steps with assets, dependencies, and engineering needs.


    Motivated Designers with Creative Constraints
    Created design constraints (e.g., Joy-Con-centric mechanics) to spur creativity and align with the Nintendo Switch audience and dev timeline.


  • Designed Overall Flow of the Game
    Mapped out the entire game from start to finish focusing on actions, important moments, and emotions that players would experience. This ranged from story beats to moment-to-moment gameplay.

Major Contributions

Major Contributions

Re-Design and Pivot

Re-Design and Pivot

Re-Design and Pivot

Problem 🔍

By the end of the first semester, the game was bloated and disjointed. We had:

  1. Three different world areas in various stages of development with the goal being 5 total levels

  2. A scattered set of gameplay mechanics with no clear synergy.

  3. Major friction between design and engineering teams due to misaligned priorities.

Progress was slow, and the project lacked a clear identity or achievable scope.


Problem 🔍

By the end of the first semester, the game was bloated and disjointed. We had:

  1. Three different world areas in various stages of development with the goal being 5 total levels

  2. A scattered set of gameplay mechanics with no clear synergy.

  3. Major friction between design and engineering teams due to misaligned priorities.

Progress was slow, and the project lacked a clear identity or achievable scope.


Problem 🔍

By the end of the first semester, the game was bloated and disjointed. We had:

  1. Three different world areas in various stages of development with the goal being 5 total levels

  2. A scattered set of gameplay mechanics with no clear synergy.

  3. Major friction between design and engineering teams due to misaligned priorities.

Progress was slow, and the project lacked a clear identity or achievable scope.


Solution 💡

I led a full design pivot by:

  • Identifying what resonated with players through playtesting feedback.

  • Creating a new pitch document that distilled the best parts of our existing work into a focused, new vision.

  • Guiding the team through a collaborative refocusing process that re-energized development and clarified goals.

This pivot gave us a roadmap to finish strong and redefined the team’s morale and direction.


Solution 💡

I led a full design pivot by:

  • Identifying what resonated with players through playtesting feedback.

  • Creating a new pitch document that distilled the best parts of our existing work into a focused, new vision.

  • Guiding the team through a collaborative refocusing process that re-energized development and clarified goals.

This pivot gave us a roadmap to finish strong and redefined the team’s morale and direction.


Solution 💡

The only thing to do was to cut back and really examine the core of the game. Looking at player feedback and playtest, I identified key points that people liked and created a pitch document with a brand-new idea. It served as a guiding principle that helped guide the team to the final product.


Result🎉

This solution led to a lot of positive changes including but not limited to:

  • Re-engaged the design team through creative constraint and clearer goals.

  • Improved team dynamics between departments by making the process more transparent and collaborative.

  • Set a precedent for user-focused iteration and cutting content that didn’t serve the player experience.

Result🎉

This solution led to a lot of positive changes including but not limited to:

  • Re-engaged the design team through creative constraint and clearer goals.

  • Improved team dynamics between departments by making the process more transparent and collaborative.

  • Set a precedent for user-focused iteration and cutting content that didn’t serve the player experience.

Result🎉

This solution led to a lot of positive changes including but not limited to:

  • Re-engaged the design team through creative constraint and clearer goals.

  • Improved team dynamics between departments by making the process more transparent and collaborative.

  • Set a precedent for user-focused iteration and cutting content that didn’t serve the player experience.

Design Process

Design Process

assessing what we had

The Switch dev kit arrived, requiring us to shift engines from UE5 to UE 4.2. This transition gave us a natural pause to reassess.

I cataloged existing mechanics and narrative content and reviewed our mechanics gym”—a test map containing all working interactions. We had some promising prototypes but no clear way they fit together.

assessing what we had

The Switch dev kit arrived, requiring us to shift engines from UE5 to UE 4.2. This transition gave us a natural pause to reassess.

I cataloged existing mechanics and narrative content and reviewed our mechanics gym”—a test map containing all working interactions. We had some promising prototypes but no clear way they fit together.

Gym with all of our mechanics

A “flip” mechanic was removed after it showed low designer engagement and potential.

A “flip” mechanic was removed after it showed low designer engagement and potential.

Cutting out Mechanics

To streamline the mechanic pool, I implemented a two-round evaluation system:


Round 1: Feasibility Check

  • If a mechanic was difficult to implement and had less than 5 unique cases I could think of in 30 minutes, it was cut.


Round 2: Engagement & Integration

  • I surveyed other designers: Had they used the mechanic in their work? Was it fun? Did it inspire further ideas?

  • If it didn’t excite the team or wasn’t integrated in earlier work, we dropped it.

This process helped us keep the strongest, most usable mechanics while minimizing scope creep.

Cutting out Mechanics

To streamline the mechanic pool, I implemented a two-round evaluation system:


Round 1: Feasibility Check

  • If a mechanic was difficult to implement and had less than 5 unique cases I could think of in 30 minutes, it was cut.


Round 2: Engagement & Integration

  • I surveyed other designers: Had they used the mechanic in their work? Was it fun? Did it inspire further ideas?

  • If it didn’t excite the team or wasn’t integrated in earlier work, we dropped it.

This process helped us keep the strongest, most usable mechanics while minimizing scope creep.

Designing New Mechanics

Knowing we were targeting Nintendo Switch, I designed simple, tactile mechanics that took advantage of Joy-Con motion and kid-friendly interactions. These were:


  • Easy to implement.

  • Engaging for our younger audience.

  • Small in scope, allowing for more polish time.


This constraint-driven design approach actually unlocked creativity across the team, with designers excited to create within these clearer boundaries.

Designing New Mechanics

Knowing we were targeting Nintendo Switch, I designed simple, tactile mechanics that took advantage of Joy-Con motion and kid-friendly interactions. These were:


  • Easy to implement.

  • Engaging for our younger audience.

  • Small in scope, allowing for more polish time.


This constraint-driven design approach actually unlocked creativity across the team, with designers excited to create within these clearer boundaries.

One of the Distinct Areas Used instead of Worlds

One of the Distinct Areas Used instead of Worlds

New Story

Originally, the story involved five expansive levels. While ambitious, it just wasn't feasible with time or dev skill.


I re-pitched the narrative to follow a smaller world, denser design philosophy—similar to Yakuza Zero. Instead of big open areas, we created tightly designed spaces rich in character and gameplay.


Initial plans to use time loops and three parallel stories were cut after discussing user retention risks with the team. We pivoted to three distinct areas with linear progression, which better supported replay ability and ease of development.

New Story

Originally, the story involved five expansive levels. While ambitious, it just wasn't feasible with time or dev skill.


I re-pitched the narrative to follow a smaller world, denser design philosophy—similar to Yakuza Zero. Instead of big open areas, we created tightly designed spaces rich in character and gameplay.


Initial plans to use time loops and three parallel stories were cut after discussing user retention risks with the team. We pivoted to three distinct areas with linear progression, which better supported replay ability and ease of development.

Progression-Based NPC Updates

Progression-Based NPC Updates

Pigskin - One of the NPCS Updated Over Time

Pigskin - One of the NPCS Updated Over Time

Result🎉

Created NPC's that updated to reflect player progress to really show growth of player and give the feeling of power over the world for the player.

  • Helped bridge the gap between design decision and technical execution as a solo technical designer.

  • Worked on 2 core dynamic NPCs and some NPCs that changed based on player progression.

Result🎉

Created NPC's that updated to reflect player progress to really show growth of player and give the feeling of power over the world for the player.

  • Helped bridge the gap between design decision and technical execution as a solo technical designer.

  • Worked on 2 core dynamic NPCs and some NPCs that changed based on player progression.

Result🎉

Created NPC's that updated to reflect player progress to really show growth of player and give the feeling of power over the world for the player.

  • Helped bridge the gap between design decision and technical execution as a solo technical designer.

  • Worked on 2 core dynamic NPCs and some NPCs that changed based on player progression.

Problem 🔍

We knew the game would be shipped on Nintendo Switch, which meant players could suspend and resume at any time. Without a proper save and state management system, character states and world events would reset—breaking immersion and potentially soft-locking players.

We needed a system that could:

  • Track critical narrative and gameplay milestones.

  • Save and restore NPC states.

  • Prime future events to respond dynamically.

Problem 🔍

We knew the game would be shipped on Nintendo Switch, which meant players could suspend and resume at any time. Without a proper save and state management system, character states and world events would reset—breaking immersion and potentially soft-locking players.

We needed a system that could:

  • Track critical narrative and gameplay milestones.

  • Save and restore NPC states.

  • Prime future events to respond dynamically.

Problem 🔍

We knew the game would be shipped on Nintendo Switch, which meant players could suspend and resume at any time. Without a proper save and state management system, character states and world events would reset—breaking immersion and potentially soft-locking players.

We needed a system that could:

  • Track critical narrative and gameplay milestones.

  • Save and restore NPC states.

  • Prime future events to respond dynamically.

Solution 💡

I helped in the creation a lightweight, event-driven save system that allowed objects and NPCs to:

  • Store their state (e.g., dialogue progression, presence, animations).

  • React to player progress through a messaging system.

  • Be selectively updated based on gameplay needs and memory constraints.

This ensured seamless transitions between gameplay sessions and allowed NPCs to evolve as players completed objectives—even across nonlinear sequences.

Solution 💡

I helped in the creation a lightweight, event-driven save system that allowed objects and NPCs to:

  • Store their state (e.g., dialogue progression, presence, animations).

  • React to player progress through a messaging system.

  • Be selectively updated based on gameplay needs and memory constraints.

This ensured seamless transitions between gameplay sessions and allowed NPCs to evolve as players completed objectives—even across nonlinear sequences.

Solution 💡

I helped in the creation a lightweight, event-driven save system that allowed objects and NPCs to:

  • Store their state (e.g., dialogue progression, presence, animations).

  • React to player progress through a messaging system.

  • Be selectively updated based on gameplay needs and memory constraints.

This ensured seamless transitions between gameplay sessions and allowed NPCs to evolve as players completed objectives—even across nonlinear sequences.

Design Process

Design Process

Decide Characters to update

With limited time and being the sole technical designer, I collaborated with narrative to identify the most important NPCs to persistently update. We focused on:

  • The Mayor – the central quest-giver and narrative anchor.

  • Pigskin – our team mascot and fan-favorite character.

Secondary NPCs received light updates, such as one-time dialogue swaps or presence toggles, minimizing memory usage while still enhancing immersion.

Decide Characters to update

With limited time and being the sole technical designer, I collaborated with narrative to identify the most important NPCs to persistently update. We focused on:

  • The Mayor – the central quest-giver and narrative anchor.

  • Pigskin – our team mascot and fan-favorite character.

Secondary NPCs received light updates, such as one-time dialogue swaps or presence toggles, minimizing memory usage while still enhancing immersion.

When to Update

Because the game was structured around a semi-open world rather than discrete levels, we couldn’t rely on traditional level-load triggers. I worked with engineering to implement an event messaging system that allowed specific events to “broadcast” when completed—priming other events or NPCs to respond accordingly.

This system enabled:

  • Seamless updates without manual hard-coding between levels.

  • Cleaner communication between systems.

  • Easier scalability as new interactions were added.

When to Update

Because the game was structured around a semi-open world rather than discrete levels, we couldn’t rely on traditional level-load triggers. I worked with engineering to implement an event messaging system that allowed specific events to “broadcast” when completed—priming other events or NPCs to respond accordingly.

This system enabled:

  • Seamless updates without manual hard-coding between levels.

  • Cleaner communication between systems.

  • Easier scalability as new interactions were added.

When to Update

Because the game was structured around a semi-open world rather than discrete levels, we couldn’t rely on traditional level-load triggers. I worked with engineering to implement an event messaging system that allowed specific events to “broadcast” when completed—priming other events or NPCs to respond accordingly.

This system enabled:

  • Seamless updates without manual hard-coding between levels.

  • Cleaner communication between systems.

  • Easier scalability as new interactions were added.

Decide Characters to update

The first step was to understand the characters that needed to be updated. Due to the overall scope and time, we had to limit the characters that would be updated throughout the game. I was the only technical designer so it was up to me to implement it and after talking to narrative, I convinced them that we could do two characters that were persistently updated while the rest could have a little bit. This resulted in the Mayor character being chosen as he would serve as a connecting factor for taking care of the town and Pigskin which was our team's mascot.

To visualize dependencies and catch potential gaps, I mapped out the full event chain using Miro. This allowed me to:

  • Quickly see which events triggered others.

  • Identify broken or missing links when we had to cut content.

  • Streamline the update process by planning before diving into Blueprint.

This mapping process saved significant time in late-stage development, allowing us to make fast, informed changes without destabilizing other systems.

To visualize dependencies and catch potential gaps, I mapped out the full event chain using Miro. This allowed me to:

  • Quickly see which events triggered others.

  • Identify broken or missing links when we had to cut content.

  • Streamline the update process by planning before diving into Blueprint.

This mapping process saved significant time in late-stage development, allowing us to make fast, informed changes without destabilizing other systems.

Dog Petting FMV

Dog Petting FMV

Result🎉

Created a genuinely joyful mechanic with high emotional payoff.

  • Reinforced game themes of whimsy and surprise.

  • Established a reusable FMV pipeline that powered both cutscenes and environmental storytelling.

  • Served as a technical and creative proof of concept that challenged initial doubts and became a highlight of the project.

Result🎉

Created a genuinely joyful mechanic with high emotional payoff.

  • Reinforced game themes of whimsy and surprise.

  • Established a reusable FMV pipeline that powered both cutscenes and environmental storytelling.

  • Served as a technical and creative proof of concept that challenged initial doubts and became a highlight of the project.

Result🎉

Created a genuinely joyful mechanic with high emotional payoff.

  • Reinforced game themes of whimsy and surprise.

  • Established a reusable FMV pipeline that powered both cutscenes and environmental storytelling.

  • Served as a technical and creative proof of concept that challenged initial doubts and became a highlight of the project.

Problem 🔍

The game’s core "slam" mechanic set the expectation that everything in the environment should respond, and the dog, while visually prominent, felt like a missed opportunity.

Problem 🔍

The game’s core "slam" mechanic set the expectation that everything in the environment should respond, and the dog, while visually prominent, felt like a missed opportunity.

Problem 🔍

The game’s core "slam" mechanic set the expectation that everything in the environment should respond, and the dog, while visually prominent, felt like a missed opportunity.

Solution 💡

I explored multiple options—one idea involved the dog scolding the player when slammed, but another more whimsical idea took root: break the fourth wall by showing a real-life dog being pet. This approach solved multiple problems:

  • Added meaningful interactivity without requiring complex animation.

  • Created a moment of surprise and warmth.

  • Gave the team a chance to include their own pets in the game.

Solution 💡

I explored multiple options—one idea involved the dog scolding the player when slammed, but another more whimsical idea took root: break the fourth wall by showing a real-life dog being pet. This approach solved multiple problems:

  • Added meaningful interactivity without requiring complex animation.

  • Created a moment of surprise and warmth.

  • Gave the team a chance to include their own pets in the game.

Solution 💡

I explored multiple options—one idea involved the dog scolding the player when slammed, but another more whimsical idea took root: break the fourth wall by showing a real-life dog being pet. This approach solved multiple problems:

  • Added meaningful interactivity without requiring complex animation.

  • Created a moment of surprise and warmth.

  • Gave the team a chance to include their own pets in the game.

Design Process

Design Process

Pitching the Idea

Initially met with skepticism—narrative designers worried the FMV would be too jarring. However, informal polling showed many designers were intrigued, just unsure of its execution. I realized a prototype would be the best way to show—not tell—the mechanic’s potential.

Pitching the Idea

Initially met with skepticism—narrative designers worried the FMV would be too jarring. However, informal polling showed many designers were intrigued, just unsure of its execution. I realized a prototype would be the best way to show—not tell—the mechanic’s potential.

Prototyping the Idea

I had a teammate record themselves petting their dog. Using Unreal’s Media Player, I hooked the video up to trigger when players slammed the dog. To keep consistency with the cardboard aesthetic, I experimented with overlaying a cardboard hand. While full cardboard masking proved difficult, we settled on just the hand, maintaining visual coherence without overcomplication.

Prototyping the Idea

I had a teammate record themselves petting their dog. Using Unreal’s Media Player, I hooked the video up to trigger when players slammed the dog. To keep consistency with the cardboard aesthetic, I experimented with overlaying a cardboard hand. While full cardboard masking proved difficult, we settled on just the hand, maintaining visual coherence without overcomplication.

Playtesting

We observed players interact with the mechanic in internal playtests, noting:

  • Facial reactions (surprise, laughter)

  • Questions about the system

  • Perceived tone fit and immersion

    Follow-up questions confirmed the feature felt cohesive and added emotional value.

Playtesting

We observed players interact with the mechanic in internal playtests, noting:

  • Facial reactions (surprise, laughter)

  • Questions about the system

  • Perceived tone fit and immersion

    Follow-up questions confirmed the feature felt cohesive and added emotional value.

Cutscene using the same system for the dog petting, Pressing the Y Button meant skipping over the cutscene.

Cutscene using the same system for the dog petting, Pressing the Y Button meant skipping over the cutscene.

Polishing

Polishing the Mechanic

  • Issue: Players could accidentally retrigger the FMV or spam it.

  • Fix: Disabled player movement during playback, added a check to prevent overlapping videos, and ensured clean transitions.

Expanded to Cutscenes

The same FMV system was adapted for in-game cutscenes. I implemented a skip function using a long button press (vs. a single press) to ensure player intent and avoid accidental skips—vital for repeat playthroughs.

Polishing

Polishing the Mechanic

  • Issue: Players could accidentally retrigger the FMV or spam it.

  • Fix: Disabled player movement during playback, added a check to prevent overlapping videos, and ensured clean transitions.

Expanded to Cutscenes

The same FMV system was adapted for in-game cutscenes. I implemented a skip function using a long button press (vs. a single press) to ensure player intent and avoid accidental skips—vital for repeat playthroughs.

Optimization

Unreal’s Media Player had significant issues on Switch:

  • Videos failed to load or showed a grey screen.

  • The blueprint’s random video selection was unstable on hardware.

Solution:

  • Replaced random video system with a single clip to reduce load and asset calls.

  • Ultimately rebuilt the entire system using Unreal’s Electra Player, which resolved compatibility issues and allowed for playback, skip functionality, and reuse across different FMV moments.

Optimization

Unreal’s Media Player had significant issues on Switch:

  • Videos failed to load or showed a grey screen.

  • The blueprint’s random video selection was unstable on hardware.

Solution:

  • Replaced random video system with a single clip to reduce load and asset calls.

  • Ultimately rebuilt the entire system using Unreal’s Electra Player, which resolved compatibility issues and allowed for playback, skip functionality, and reuse across different FMV moments.

Optimization

Unreal’s Media Player had significant issues on Switch:

  • Videos failed to load or showed a grey screen.

  • The blueprint’s random video selection was unstable on hardware.

Solution:

  • Replaced random video system with a single clip to reduce load and asset calls.

  • Ultimately rebuilt the entire system using Unreal’s Electra Player, which resolved compatibility issues and allowed for playback, skip functionality, and reuse across different FMV moments.

Electra Player in Unreal Engine

Post Mortem

Post Mortem

✅Achievements

  • Successfully shipped a game on the Nintendo Switch, overcoming hardware, documentation, and development hurdles.


  • Led the design and implementation of a fan-favorite system, receiving consistent positive feedback during playtests and reviews.


  • Fostered strong cross-discipline collaboration—helping ensure all team voices, including quieter ones, were heard and included in the final design.


  • Created a game that resonated with our audience—with consistent player engagement during live demos and showcases.

✅Achievements

  • Successfully shipped a game on the Nintendo Switch, overcoming hardware, documentation, and development hurdles.


  • Led the design and implementation of a fan-favorite system, receiving consistent positive feedback during playtests and reviews.


  • Fostered strong cross-discipline collaboration—helping ensure all team voices, including quieter ones, were heard and included in the final design.


  • Created a game that resonated with our audience—with consistent player engagement during live demos and showcases.

✅Achievements

  • Successfully shipped a game on the Nintendo Switch, overcoming hardware, documentation, and development hurdles.


  • Led the design and implementation of a fan-favorite system, receiving consistent positive feedback during playtests and reviews.


  • Fostered strong cross-discipline collaboration—helping ensure all team voices, including quieter ones, were heard and included in the final design.


  • Created a game that resonated with our audience—with consistent player engagement during live demos and showcases.

⚠️ Challenges

  • Development time was cut nearly in half due to an unexpected engine downgrade (from Unreal Engine 5 to 4.2) after receiving the Switch Dev Kit, which required reworking core systems.

    • Solution: Looking at the game and cutting down superfluous mechanics that didn't gel well with the overall concept or would require too much time to polish to an acceptable state. Being careful with what was greenlit and what wasn't.


  • Limited documentation and support for the Nintendo Switch with Unreal Engine created frequent roadblocks, leading to a development process driven by trial and error.

    • Solution: For Nintendo Switch specific mechanics, we decided to focus on interactions that made players feel like the Nintendo Switch version stood out while keeping it simple enough that they were easy to implement like reading the color of Joy-Cons or replacing button presses. As much as we wanted to make Switch specific mechanics, we didn't have the time to figure out and polish said mechanics leading them to be cut.


  • Designing for a younger target audience proved more complex than anticipated.

    • Soultion: Kids struggled with traditional written surveys, prompting us to adapt by taking real-time observations and asking brief questions during play.


  • Team dynamic issues emerged, with strong personalities occasionally clashing.

    • Soultion: This required active mediation, conflict resolution, and compromise to keep the project moving forward and maintain team cohesion.

⚠️ Challenges

  • Development time was cut nearly in half due to an unexpected engine downgrade (from Unreal Engine 5 to 4.2) after receiving the Switch Dev Kit, which required reworking core systems.

    • Solution: d


  • Limited documentation and support for the Nintendo Switch with Unreal Engine created frequent roadblocks, leading to a development process driven by trial and error.


  • Designing for a younger target audience proved more complex than anticipated. Kids struggled with traditional written surveys, prompting us to adapt by taking real-time observations and asking brief questions during play.


  • Team dynamic issues emerged, with strong personalities occasionally clashing. This required active mediation, conflict resolution, and compromise to keep the project moving forward and maintain team cohesion.

⚠️ Challenges

  • Development time was cut nearly in half due to an unexpected engine downgrade (from Unreal Engine 5 to 4.2) after receiving the Switch Dev Kit, which required reworking core systems.

    • Solution: d


  • Limited documentation and support for the Nintendo Switch with Unreal Engine created frequent roadblocks, leading to a development process driven by trial and error.


  • Designing for a younger target audience proved more complex than anticipated. Kids struggled with traditional written surveys, prompting us to adapt by taking real-time observations and asking brief questions during play.


  • Team dynamic issues emerged, with strong personalities occasionally clashing. This required active mediation, conflict resolution, and compromise to keep the project moving forward and maintain team cohesion.

📘Takeaways

  • Time management is critical—especially when working with platform constraints and evolving scope. Prioritization and rapid iteration made polish possible even with limited time.


  • Game direction must remain flexible. Taking a step back to reassess and pivot early in development saved the project and resulted in a stronger, more cohesive experience.


  • Player feedback is gold. Small, tactile interactions that gave players clear impact in the world were consistently the most beloved elements. These moments of interactivity created memorable experiences that elevated the game.

📘Takeaways

  • Time management is critical—especially when working with platform constraints and evolving scope. Prioritization and rapid iteration made polish possible even with limited time.


  • Game direction must remain flexible. Taking a step back to reassess and pivot early in development saved the project and resulted in a stronger, more cohesive experience.


  • Player feedback is gold. Small, tactile interactions that gave players clear impact in the world were consistently the most beloved elements. These moments of interactivity created memorable experiences that elevated the game.

📘Takeaways

  • Time management is critical—especially when working with platform constraints and evolving scope. Prioritization and rapid iteration made polish possible even with limited time.


  • Game direction must remain flexible. Taking a step back to reassess and pivot early in development saved the project and resulted in a stronger, more cohesive experience.


  • Player feedback is gold. Small, tactile interactions that gave players clear impact in the world were consistently the most beloved elements. These moments of interactivity created memorable experiences that elevated the game.

Reviews

Reviews

Reviews

Platforms

Steam/Nintendo Switch

Role

Design Lead/Technical Designer

Design Lead/Technical Designer

Duration

6 Months

Team Size

13 People

similar work

Cardboard Chronicles

overview

Role

Design Lead/ Technical Designer

Engine

Unreal Engine 4.27/5

Duration

6 months

Team Size

13 People

Platforms

Slam! Explore! Pet DOgs! Go Around the magical town of doodleburg to save the world from being flattened by an alien threat!
Cardboard Chronicles is my Master Thesis for my Master's at the University of Utah. I initially was a technical designer during pre-production/experimentation phase as I was the only designer with technical know-how on the team, so I decided to work as a bridge between Engineers and Designers to ensure both were on the same page. I switched over to Design Lead during our second semester as I had brought upon a total design rework for the overall gameplay and story. I also helped program NPC interactions, updating NPC's based on player progression, and the pacing of the entire game.

Screenshots

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