GDAP Studio

  • Company/Studio: Drexel University
  • Role: Product Manager
  • Team Size: 18 people
  • Timeframe: 3 Months
  • Platform: Unity

I joined the GDAP Studio 3 months into their 6 month production cycle and stepped in to assist in the production of two game projects for clients. During this time, I reorganized and managed the studios Notion and Discord for day to day project tracking and communication. I also helped run studio meetings and playtests as we navigated client timelines and deliverables. Additionally, I assisted in the communication with both clients to make sure we were on track to meet their requests and exceed their expectations. By the end of my time with the studio, we delivered two functioning prototypes that brought the vision from the clients to life. 

The SCDI project is a training experience requested by the Student Center for Diversity & Inclusion at Drexel. They were looking to create an interactive training course which was focused on the routine and order of opening and closing the building. We were given creative freedom in the "microgames" that we designed to represent the different tasks, as long as they were all featured in the game. The development of this game had a few challenges as we had the core functionality to design as well as 20 unique microgame mechanics for each task. I learned a lot about balancing many different requirements especially when different team members want to prioritize different elements of a game.

The ELC project is a a narrative-based puzzle-platformer requested by the English Language Center. The goal with this project was to provide a virtual tour that would guide an international student from their arrival at the Philadelphia International Airport, through the city transportation, all the way until they reached the check in for their dorm. The project was based off of an existing prototype the studio designed using a click and drag word mechanic where you could drag actions onto objects and characters to make that action happen. Development for this project faced a few delays due to level design and narrative design taking longer than expected. This presented a unique opportunity to really focus the team's energy on refining the mechanics and creating multifaceted assets while we worked out the decisions necessary to be able to begin making the four unique levels we ended up creating.