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Lily MacBride Portfolio
  • Home
  • Game Design Projects
    • Chyma and the Toll of Time
    • Bee Game
    • Syncing Feeling
  • Narrative Projects
    • Breaking Up With Myself
    • Love's A Grind
    • TTRPG Experience
  • Lakeside Press Internship
  • About Me/Contact
    • Resume
Lily MacBride Portfolio
  • Home
  • Game Design Projects
    • Chyma and the Toll of Time
    • Bee Game
    • Syncing Feeling
  • Narrative Projects
    • Breaking Up With Myself
    • Love's A Grind
    • TTRPG Experience
  • Lakeside Press Internship
  • About Me/Contact
    • Resume
  • More
    • Home
    • Game Design Projects
      • Chyma and the Toll of Time
      • Bee Game
      • Syncing Feeling
    • Narrative Projects
      • Breaking Up With Myself
      • Love's A Grind
      • TTRPG Experience
    • Lakeside Press Internship
    • About Me/Contact
      • Resume

Play It Now! 

Project Details

In Bee Game, players must fly around an open map, collect resources, and manage a flock of bees to complete tasks and restore their hive.


  • Generalist designer as well as the producer.

  • Made in Unity

  • Worked on from January 2025 to May 2025. 

  • The development team had 12 members, they were: Myself, Hale Walls, Ben Baehre, Jacob Cruz, Alex Buckley, Marie Kutschke, Brandon Bell, Keegan Nilsson, Aidan Matschiner, Jayden Lombardi, Alex Bianca, and Evan Ngo. 


What Is Bee Game?


As a project, Bee Game was ambitious. Our intent was a game that focuses on task/time management and distributing resources across an area.


The gameplay of Bee Game sees the player flying around a garden and avoiding obstacles like zappers and pesticide clouds. Various areas are blocked off by hazards that require a certain number of bees to overcome. 


They will also take time, so the player is encouraged to send their bees off on a mission and then go somewhere else.


Eventually, the bees will return to the player when the task is completed. The player can store bees in the remnants of their hive, upgrade their capacity, and create new bees by spending resources. 



Bees perform a task, and return when the task is done.

An overview of the garden

Deliverables:

In the project, I helped guide the overall vision during the start of development. Such as making the early design documents for each of the mechanics and features.


Documentation

Controls Document
VDD for Dancing Minigame
Mechanics Document For Hazard
Mechanics document for Hazard

I also worked on the initial pitch and prototype for the project that showcased the basics of the gameplay. 

Early Development footage for testing the movement

In addition, I was the producer and oversaw the project’s development. I managed the sprint planning for each week. I created a project roadmap that we used as a guide for how we would get everything into the game. Later on, I compiled a spreadsheet of our remaining tasks, their priorities, and disciplines to visualize what remained. 

Development Roadmap

Remaining work overview

Postmortem:

The project ran into several snags. The scope was too large, and there was unfamiliarity with integrating art assets into the game. The team composition was imbalanced, and miscommunication of intent frequently occurred. 


As the project went on, time was often not spent well, and group members were too separated for the pieces to come together. As a result, we had to scale the project back. We targeted a set of achievable goals, adjusted our project plan, and held work meetings to act collaboratively. This alleviated miscommunication, and the project’s state drastically improved. It did not turn out entirely as intended, and there were many mistakes made across the team dynamics and communication.


I learned a lot of lessons about managing a project with a larger team. Such as the importance of meetings and work meetings. I also learned to be more proactive with progress check-ins for the team. The biggest lesson I took away from Bee Game’s issues and successes was scope management. 


Bee Game needed a lot of work for its core loop. It was very difficult to scale down to a satisfying vertical slice. For future projects, I learned to focus on the bare minimum to demonstrate a concept and make sure that it is comfortably in the scope of the team so we can manage our risks without breaking the project. 


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