Email: sciretta.aa.m@gmail.com
Itch.io: https://aaronsciretta.itch.io/
About me
I am a Designer and QA Analyst that graduated from AIE in 2024, I spend a lot of my time playing and experimenting in games and talking to friends, I enjoy a wide variety of games and always down to talk about them.
My top 3 games would be InFamous Second Son, Rainbow Six Siege and Pokémon Platinum.
Blight is a game made in Unity in 2024, it is a boss arena fighter that focuses on ranged combat inspired by Monster Hunter and Dark Souls.
Blight was another project I was apart of that consisted of a small team, 3 designers, 1 programmer and 7 artists.
I was a designer who focused on QA, narrative design and level design.
We faced some scope challenges as we swapped from a sword to a bow a few weeks into development.
Changing from a sword to a bow was a decision made after we had our industry showcase which was about 4 weeks in, it was a suggestion made to help us with our games identity and making our game have more differences to our inspiration of Dark Souls, we had to scrap the sword model, some documentation and all of the concept animations to restart with a bow in mind, we also had to change our boss and come up with a move set that felt engaging to our player.
My contributions to solving these problems was constant testing and feedback from a players perspective on how the bow felt and how it felt to fight the boss, I also did research and played games like Dark Souls and Monster Hunter Wilds Bets using a bow to get a better feel on how these games have their bows and make them engaging to use.
Overall I'm really proud of this project and how it turned out despite some push backs and challenges we faced.
No Strings Attached is a game made in Unity in 2023, it is a 3D arena fighting game that has chaotic moments and ragdoll based combat.
No Strings Attached was the first game I made in a small team consisting of 3 designers, 3 programmers and 5 artists, I was a designer and lead QA on the project where I worked on level design, making QA test documents and forms and filling out bug reports.
With this being the first team for most of our members we all learned the challenges, advantages and disadvantages that comes with being in a small team and figured out how to work around and solve any problems we had.
One of the main difficulties we had was communication between everyone, with this being our first group project a lot of us still stuck in our rolls, our seating also made it difficult to communicate as we didn't mix around and just stuck to our rolls.
To solve this I talked to the Producer, Lead artist, Lead designer and Lead programmer and tried to have more conversations and more group talks to improve communication and how comfortable we were talking to and checking in on each other.
Doom Guy Protocol was my first attempt at using the Doom builder engine and was created in 2024, it is a first person shooter using mechanics from DOOM 1 and 2.
I enjoyed learning the doom builder engine and it's tools to create the level pack as it allowed me to get more experience designing levels as a collective rather than singular levels that I had been designing up to this point.
I had some difficulties with the overall designs of the levels as the engine had many constraints in the tools, assets and mechanics.
The way I overcame these difficulties was with a lot of iteration, testing and feedback on my levels and ideas, I was constantly asking for feedback and presenting my ideas to friends for their opinions and ideas which helped me resolve issues and solidify my choices.
Get in touch with me
Email: sciretta.aa.m@gmail.com
LinkedIn: Aaron Sciretta