Office Rush '95
Gameplay Video
About the Game
Office Rush ‘95 is a local multi-player office simulation in which the two players compete for the title of “Employee of the Month”. Players have to complete as many office task assignments as possible to win. To get the job done players get to play funny mini games which simulate and mock the mundanity of certain kinds of office tasks. Players are not only tested for their skill during the mini games they are also equipped with means of sabotage to impede the progress of the other player. They can lock doors for the other player or push each other into an onerous, decelerating conversation with co-workers or superiors.
One-Page Game Design Document
Responsibilities
Lead Game Designer
As the lead game designer I designed the main mechanics and systems of the game in collaboration with the other two game designers on the project (Lead Level Designer & UI/UX Designer), reviewed and gave constant feedback on their work, and maintained Game Design Wiki made with Confluence. I was also responsible for coordination within the Game Design department as well as inter-department communication.
Level Designer
On this project I worked in conjunction with another Level Designer. The Lead Level Designer, Fedir Stepanenko, was responsible for layouting and blocking out the basic structure of the main level as well as establishing the level creation workflow whereas I was for responsible for the spatial arrangement of all of the interactive gameplay elements like mini game stations, visual clues for orientation and elements of sabotage like NPC-“Traps” and pickable keys for locking doors.
We communicated and coordinated intensively about the Level Design. We exchanged feedback on each iteration of layout and block out. Finally, together we playtested our map thoroughly, figured out issues and solutions.
Quality Assurance
I was responsible for QA during Office Rush’s production. I wrote and conducted test cases for multiple scenarios on each detail of the games. I organized playtests with external testers, employed methods of direct observations, interviews and surveys. I protocolled and summarized the results for the team, communicated issues and presented possible solutions.
Marketing
Recording gameplay footage and cutting it, taking screen shots, writing marketing texts and information about the game for our itch.io page also lay within the realm of my responsibilities as well as advertising the game on social media.
Scripting
- Audio: On this project I was also responsible for getting the background music and sound effects into the game. That meant playing the right sound and type of sound from the right place in the existing scripts via Visual Scripting in Unreal.
- Bug Fixing: When something didn’t work and no engineer was around/ had the capacity to have a look into it I would jump in sometimes to find and fix minor bugs.
- Adjusting Scripts: On a few occasions when the Game Designers on the project (including me) realized they want to be able to adjust a certain behaviour I would have a look into the scripts, find the right place for setting a value and make it editable in the Unreal editor.