RYVER CITY PARTY
Brief
Challenge 4 of the Apple Developer Academy required my team of 5 to create a game for an Apple platform of our choice as well as a storyboard, game design document, promotional video, and more.
Introducing
Ryver City Party—a 4-player virtual party board game for tvOS.
On a Detroit inspired map, four players compete from the perspective of their chosen characters, rolling dice and battling in trivia and a mash up of taboo and charades. When players roll, it’s a game of luck and strategy to see who wins the most Moto-bucks. The final winner earns their character a pair of “buff” glasses.
We chose tvOS because we wanted family and friends to enjoy a fun gaming environment on a big screen similarly to consoles.
My Role
Product Manager
Using Miro, I directed the ideation of our project and assigned tasks to the coders and designers based on their strengths and preferences. I monitored the progress of project tasks and kept my team on track using backlogs and scrums deliver a cohesive gaming app.
Game Design Document
Ideation
Kanban Boards
In the Research phase of our project, the co-manager and myself conducted trials using prototypes of the mini games designed within RCP to get user feedback and refine design.
As the Lead UX/UI Designer. I did the wire-framing, led the branding, created many of the in-game assets, designed the map and designed the user interface.
I also illustrated the storyboard and created the promotional video.
Lead UX/UI Designer
Style Guide
Query Combat
Mimics & Mystery
Storyboard
Map and Hero Assets and Foliage
Samples
Promo Video
A demo of what we were able to code in Query Combat
Project FAQs
What was challenging about the project?
There were many ideas we had as a team and as individuals. Considering that one of our coders had no coding experience, they were very intimidated by the scale of the project. My challenge was maintaining morale, pushing the team to do their best, and managing the different personalities.
What did you enjoy about the project?
I enjoyed the theme of the project. As someone who was an avid gamer in youth, it inspired me to take a closer look at design decisions made in some of my favorite games and capture what made me love them so much.
What di you learn from this project?
I learned about tools of product management, what goes into game development, and how to drive a team of various personalities to a finish line.