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Lithius Sky

Links

About The Project

My Roles

Game info

Pillars

Lithius Sky is a exhilarating fast paced first-person platformer that thrusts you into the role of the Time Ranger. Your mission: In two minutes, a meteorite strike will wipe out the Mythos tribe and you must save them by getting their sacred guardian, Lithius!
 

Throughout your journey, a voice of a deceased elder will guide you, and you’ll get upgrades like the dash and grapple hook to make you faster! And as a Time Ranger, a time loop will kick in just before the strike, and you’ll keep all upgrades you have gotten in the last loop! 

Engine

Genre

Team Size

First person
Platformer
10
Unreal 5
smallboy.png
bigboy.png

Project info 

This project started as a school project, we had two pillars we wanted to achive with the project, Fast-Paced Gameplay and Spirtual Journey

We were in a group of 9, worked on the project for 7 weeks, which i took two roles: Product Owner and System Designer

Product Owner / Producer

Worked with a more produceral role, trying to keep the Vison of the project, and working to keep track on different deadlines we have set up 

System Designer

Worked with systems of the main mechanics, including diagraming the mechanics, holding design meetings about the game, and working with the team on how the mechanics work

Fast Paced Gameplay

We wanted the player to move quickly through the level

Spiritual Journey

We wanted the player to experience the culture of the Mythos Trybe

System Design

As the system designer i would make diagrams for the different abilites and powers of the game. I used the experience from my previous project to better myself an as designer.

The design process whent through three main steps which step two and three would go back and forth between eachother.

Design Meeting

Diagram

Implementation

Link to  the prevous project

Which the designers would have a meeting discussing what abilies is needed

Which I would make Diagrams exlplaining the ability

Which the programmers and techical desiger would implement the abilities

learning from the previous project, i tried to standardize the diagrams to follow a more flow chart look, to make it clearer for programmers and easier for to explain the mechanics.

The mechancis of the Game

Screenshot 2023-09-05 at 05-54-54 GP3 - Team 10.png
Screenshot 2023-09-05 at 05-55-12 GP3 - Team 10.png
Screenshot 2023-09-05 at 05-55-21 GP3 - Team 10.png
Screenshot 2023-09-05 at 05-55-40 GP3 - Team 10.png

I also made systems and graphs for the larger core loops and when the player should get their abilties for the level designer. Both being diagrams and systems i did not focus in my previous project and was glad to do now

Screenshot 2023-09-05 at 05-55-59 GP3 - Team 10.png
Screenshot 2023-09-05 at 05-56-27 GP3 - Team 10.png

Product Owner/Producer Role

For this project i took a very similar to what i did last project, keeping the vison of the game, organising what needs to be done, and checking in on the team.

 

We used agile scrum and sprints for the project, however we agreed to use a structure which my previous project (ie being always on discord and having a Set expetaction day). We would ad a meeting though called Mandatory Fun, which is there to boost morale (we would either play Gartic Phone for an hour or go out)

I would also be the one organising the presentaitons for the school.

I would make a grand schedule to keep track on what important dates there where, although there was no need to theme them as we already knew what we needed to hand in by the school.

I used a similar structure of making list to organise what is imporant for each sprint, however this project i worked more closley with the scrum master to transform that list to proper tasks that we put into Jira.

Link to  the prevous project

Grand Schedule

Screenshot 2023-09-05 at 06-58-37 GP3 - Team 10.png

Problem: Different Conflicting Opinons of the Vision

During the middle of the production a problem, with two different conflcition, this created problems between the narrative and art stile, and created frustrations and confusion. This was a problem on my part as Product Owner as I did not set clear description in the beginning of the project.

Solution: Individual Talks and Group Discussion

-  Individual talks between team member so I understood their perspective

-  Group discussions which i steared by individual talks so we could compromise and make the project better.

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