SYKE

First-Person Adventure Puzzle Game

Syke is an MC-Escher inspired odyssey through a fantastical, reality-defying world crafted with visual metaphors, where the player solves interconnected puzzles to piece together the protagonist’s fractured psyche.

DEV TIME

9 MONTHS

TEAM SIZE

30

POSITION

CREATIVE PRODUCER

SOFTWARE

UNREAL 5.3

SYKE has earned 30,000+ downloads with a 9/10 rating on Steam!  Additionally, SYKE reached #4 on the New & Trending Free Games page within a few days of launch.

FROM THE BEGINNING

I had the privilege of working on Syke from protoype to launch. I was leading the artistic team in trying to figure out what we wanted Syke to look like and by taking a model made from my teammate, I plugged it into blender and used nodes to achieve a toon-shaded look while also experimenting with grease pencil to get the lines and accents. Playing with these styles allowed the team to throw our creative spaghetti at the wall and experiment with not only visual style but tone!

With our prototype almost finished we had a presentation coming up! I had another teammate go in a record some gameplay and I edited our presentation video together using the music made by our team musician.

THE ROLE OF PRODUCER

My primary role on Syke was that of creative producer. Although I had not had the opportunity to lead a team of this size or caliber before, I knew that I was ready for the challenge. My main focus was always ​team communication and transparenc​y and knew that the way I facilitated meetings and conducted cross-discipline communication was going to be crucial of a team this size. 

I set up a structure of weekly art meetings as well as in person 1-on-1 check ins where I could talk about the state of the project not only in terms of the art pipeline but also in how we fit in the development pipeline.

THE ART OF PRESENTATION

I am no stranger to the presentation of my work and the feedback that it attracts. I have a strong traditional art background where critique and criticism are baked into the artform. But presenting the work of a team this size felt like a whole different language.

Feedback in development takes a much more active role than in traditional art. Every comment no matter how insignificant it felt, required equal attention and conversation and in turn became an opportunity to problem solve

Working with my team on how to integrate feedback from presentations and playtests challenged our abilities to think of out-of-the-box solutions within the box we had built.