Tobor Quest
Producer
05/2022 - 12/2022
Tobor Quest was a quirky, fast-paced, and goofy racing game where you control Turbo Torbo the food delivery robot! Race against the clock as you rush to deliver the food before the time limit, but watch out for the construction in the floating university. Tobor Quest was created by the AHT Game Lab, a 30+ person class that focuses on simulating a real studio environment. As the producer of the production, I was tasked with ensuring that all deliverables were on time and improving the cross-communication between 5 departments. Our main goal was to create a fast-paced, silly, racing game that featured University of Texas at Dallas' favorite food delivery robot!
Production began in January of 2023 and ran until May of 2023. Our major milestones that the professors and I set can be seen below:

Each department used a different program to keep track of their schedules and assets. Programming and Sound used the Google Suite, Design used Trello and Nuclino, and Art used ShotGrid. However, all departments used Discord to communicate and the there was a weekly leads meeting.
While this was one of my favorite projects I have been on, there were quite a few road bumps. One level designer could unfortunately not complete his responsibilities and had to be asked to step down. This created an issue as we were 2 weeks before Alpha and almost had to cut a level. I made the executive decision to cut the level unless the remaining level designers could have it turned in by Alpha. Luckily, we were still able to create 4 levels including the tutorial level and were able to reuse any cut art assets. The next issue that arose was that the Design project manager had to leave in the middle of production due to family issues. This left our design department with no project manager. I reassigned our Animation and Rigging project manager to Design and assisted him as he adjusted. This got Design back on track and reorganized. Finally, there was an issue with distribution of work between our 2 narrative designers. I was able to mediate this by having separate conversations with both myself, each narrative designer, and the design lead. Morale rose and productivity equalized between the two.