Almost TI:ME
About the project:
       Almost TI:ME is a 2D, top-down puzzle game developed in Unity, and published via HTML. It centers around the strategic placement of time-manipulating resources.
       There are multiple mechanics featured in this project. Beginning with the “time tether,” which serves as a player-made checkpoint system, players can drop points in both time and space that they can return to throughout gameplay. When jumping back in time to a tether point, the world around the main character resets to its state when the tether was placed (though some elements, such as important items remain with the player). An additional mechanic, the stasis bubble, expands upon the time tether later in the game. If objects in the world overlap a stasis bubble, they will not revert to their previous state when the player goes back in time. This allows for more complex time travel interactions and puzzles.
       The game follows a teenager named Margaux, who is left to take care of her parents' laboratory. The high-tech lab offers many scientific inventions; however, Margaux stumbles upon a unique gauntlet that allows her to travel back in time. After a generator malfunction, Margaux is left in the middle of a damaged laboratory under lockdown with a damaged gauntlet. She will soon find out that the lab consists of rare but dangerous creatures found in the corners of the world. Will she be able to traverse through the impossible with the power of time?
What I did:
       This project mainly tested my ability to wear multiple hats and perform tasks that were required from multiple development teams; I was one of the few students who assumed many distinct roles.
       During the pre-development phase, I was a concept artist, who created visual ideas of enemies, environments, ideas, puzzles, and mechanics. Most of my work included sketches; however, the most important concepts were in color. For some cases (like the grappling hook mechanic), I created multiple styles for the same concept. I shared my work with the class for discussion, and participated in sharing feedback towards other concept artists.
       As we transitioned to development phase, I switched between needed roles and tasks; however, I still created concept art throughout development to illustrate possible themes behind every section (or level). I also worked with level design teams to plan out unique puzzles and environment locations during the game to ensure unique experiences among every level.
       During development, I created art for various items, props, and environment locations that influenced the final designs. Some of the art were concept art, while others were finalized art. I also created art for the effects team, which was responsible for creating all of the special effects and game effects featured in Almost TI:ME. 
       Another role I had during the development phase was a writer role; I (along with a few other students) brainstormed, discussed, and created a story behind Almost TI:ME. As the game itself took multiple shapes before it's current version, so did it's story.

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