7/19/25 - 8/2/25
Project Rosario is a 3D action puzzle game made for Clark's Summer Program. The game features puzzles, interesting mechancis, art assets, a soundtrack, and SFX and VFX.
Project Rosario was a game made for Clark University's 2 week summer program, by 7 developers, including me. I was the game director, doing most of the design, working with artists to create art direction and asset pipelines, whilst working with programmers to ensure systems and features were brought into the game. I also made art assets and some of the code myself.
Although I have led in Boy Scouts, Athletics, Service, and other capacities before, I had never lead in game development before this project. Leading this project taught me alot about how leading game development is different to leading in other capacities, and how it is also similar. I learned when to connect and put forth ideas, and when to let team members take charge and use their own creative ideas. I learned how to delegate in this capacity, how to share your vision, and how to set team members up to succeed.
My biggest challenge with Rosario was scope. Initially, I had lofty goals for the project in terms of content, both gameplay and art wise. I sticked with these beliefs during the work of the project because my team was so talented, and could hnadle the work load and set forth strong products. But I realize that so many ideas are set forth in Rosario, and not deeply explored. With Rosario, the biggest lesson I learned was the importance of honing in, focusing, and exploring specific ideas to create a stronger product.