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Boom! Party - Lilith Games

May 2022 - August 2022

Boom! Party is an unreleased multiplayer third-person puzzle narrative game being developed for both iOS and Android using the company's game engine with a team of 300. Players will collaborate or compete with other players to solve different mystery cases, and they will communicate and vote out the killer, who can be either an NPC or another player, through various deductions.

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Role: Technical Design Intern

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Summary:

  • Created 10+ design documents of features including interactive objects and cutscenes based on narrative scripts to synchronize the direction across the team and communicate requirements with engineers effectively.

  • Drafted 5+ asset lists and coordinated with the art team to maintain a smooth pipeline.

  • Implement features in the engine such as interactive objects and cutscenes to visualize designed experiences.

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Details Below:

Creating Design Docs

We were given scripts of different stories, with each being a separate "mission" that players can experience. I extracted key information from reading the script and wrote design documents of specific features, including interactive objects and cutscenes. Each design doc contains different requirements for the art team and the engineering team. The interactive object doc includes its visuals, specific features, players' experience goal, and other information. On the other hand, the cutscene doc includes different elements, such as requirements for experience goals, camera actions, and character movements.

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Forming Asset Lists

After creating design docs, I created asset lists for different areas to communicate with the art team with more clarity and to maintain a smooth pipeline. I categorized different asset lists to coordinate with different art departments, including character lists and prop lists.

Implementing Features

Implemented various features into the game, including setting up interactive objects and cutscenes. I used different components provided by the engineers to create objects with diverse interactions such as hiding clues inside boxes that players need to open by sliding, clicking, or rotating the object. I also communicated with them to request any specific functions. Lastly, I created cutscenes using our own game engine to connect gameplay with stories.

©2021 by Jingkai (Bob) Wu.

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