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Pab

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Pab is a light-hearted 2-d collectathon where the player is an underwater dragon named Pab who has to recollect their hoard.
Game Director & Lead Artist
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Pab was a freshman semester-long project with a team of four designers and a sound designer.
 
It was a great technical challenge for the team since none of us were programmers. This was the first time I was a director and really helped to develop my skills in that role. One of the major design challenges was getting players to understand what exactly the barracuda was doing. Previously, many players thought that the Barracuda was set on a track and waited for it to go off screen. The Barracuda never left the screen and we had to make it obvious that it was searching for the player. so we had the eyes move in a searching motion, gave it a glow that would turn to red as it would lock onto the player, had the music change the longer the player was out in the open, and then disappear once it was going to eat the player.
 
The Team:
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Lindsay Price - Producer, Level Designer
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Samuel O'Hanlon - System & Mechanic Designer, Programmer
Zacharius Heatley - System & Mechanic Designer, Programmer
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Christien Ayson - Audio Lead
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Roles: 
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Director
  • Maintained the game's vision
  • Kept the project to the established pillars
  • Decided what features were to be cut when time ran out
 
Lead Artist
  • Researched how to develop underwater assets
  • Developed all art and animations
  • Populated the environment with assets
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Level Designer
  • Planned out hiding spots
  • Created the level in Unity
  • Playtested the level for good flow
  • Hid coins in interesting places around the level
 
 
Product Details
 
Ship Date: April 2017
Engine: Unity
Platform: PC
Team Size: 5
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Installer Coming Soon
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