Creative Director
Limb From Limb is a card roulette game about surviving encounters against a monster with your fingers as a sacrifice for losing. Between encounters, navigate your way across a board of randomized events that forces you to consider what path you take out of this accursed experiment.
This game was completed at UCSC during my senior year capstone class wtihin 10 weeks. I pitched the game within the first couple of weeks and found 11 talented indivduals willing to come together with the goal to publish our game on Steam. Not only did we complete this goal but I made some amazing friendships along the way.
After marketing the game for a month prior to release, I am both proud and thankful for the positive response we received. There are countless YouTube videos posted of our game, with some YouTubers having millions of subscribers covering our game. Below are some stats on the game.
215+ reviews, 87% Very Positive!
90k+ Liscenses on Steam
1k+ Wishlists
UCSC held an award ceremony for all student games released during 2024. In this ceremony, a litigious set of judges chose three games to nominate from a pool of over 25 games. We are proud to have received the most nominations among our peers, along with the award for Best Audio.
Awarded:
Best Audio
Nominated for:
Best Art, Best Store Page, Best Trailer, Best Overall
Over the course of Limb From Limb, I confronted challenges and encountered blocks in our project progress. Here are highlights of those obstacles and how I overcame them within my capactiy as Creative Director.
One of our largest and most important obstacles we had to overcome was the lack of excitement reported by new players during the card game system. In order to fix this, I led a pivotal meeting with the department leads, weighing our options based on the time left and the current project timeline. Despite uncertainties, I pushed ahead and, with the leads' help, created the joker card system. These new cards would be added to both the monster and player decks, introducing dynamic changes to the current card system in play. Immediately, we gained positive feedback from playtesters, which was rewarding. This reminded me that above all, ensuring a team is agile must be a priority in order to make a game succeed.
Although we knew our team's goal was to publish the game on Steam, the question of marketing arose early on. Did we have time? What would that even look like for a team with zero experience in it? Once confronted with the actual process of launching the game on Steam, I knew I would need help and decided, along with my lead producer, that a small marketing effort was necessary. We had three team members interested in learning and assisting, so within a week, we established social media accounts and began creating logos, devlogs, and other necessary marketing materials. Despite our lack of experience, I am proud of what we have managed to accomplish. With over four devlogs within three weeks and many other social media posts, I was proud and impressed by the adaptability our marketing team exhibited.
After pitching the game, I felt anxious about how well we could differentiate ourselves from the inspirations behind it. With numerous popular roulette games saturating the market, I was determined to ensure our creation felt unique. Collaborating with my leads, we decided to emphasize a strong environmental narrative. This involved immersing the player through visceral actions and vivid descriptive environments. Crafting an entire narrative shrouded in mystery for the player, we were able to create the unnerving and repulsive atmosphere evident in the game. By week 8, I was content that the game I had pitched had not only evolved and transformed in ways I couldn't have anticipated, but I also knew it could distinguish itself within the genre.
Diving into what I had learned at college and what I researched online I decieded on a unique marketing strategy for lauinch. Considering this game was made in 10 weeks and had no marketing leading up to it we would have to rely on the Steam store front and content creator outreach to boost vilisibilty. Within the first 4 days we hit 1 million views across media and leveraging that I foucsed efforts into post launch updates and communicated with content creators prolonging launch success.
I selected 11 talented classmates whom I believed would best fit the team and project requirements out of 18 interested individuals. Within 1.5 weeks, I co-authored a 10-week project timeline on ClickUp, organized by departments, with weekly goals and monthly milestones. I co-led meetings three times a week: two team check-in meetings and one leads meeting. All meetings required note-taking and task updating, both during and after the meetings. I assisted in managing ClickUp tasks, ensuring we stayed on schedule, and maintained clear and concise communication between departments.
I expanded my knowledge of C# significantly, delving into co-routines, singletons, and data storing, while also building upon my existing expertise in Unity. I dedicated hours each week to debugging and incorporating playtest feedback to ensure that the following week's playtests were valuable. Additionally, I honed my animation skills by crafting lifelike walking camera animations for the player, aligning with our immersive theme objectives. With over 90 commits to the GitHub repository, I primarily focused on implementation and scene building. My primary aim was to alleviate pressure from our lead programmer to the best of my ability.