
Path Of Hirayasu
Path of Hirayasu was our first project for the second year.
It's a solo action aventure game in the Feudal Japan.
Our constraint was to mix two different games.
We came across Ratchet and Clank: Rift appart for the gameplay and Ghost of Tsuchima for the art direction.

Team size
4 Artists
5 Designers

Time
4 weeks
Engine
Unreal Engine 5
Our tools
On this project, as a producer, I proposed to use Clickup for the micro and Excel for the macro.
Migrate our tools
After creating our backlog and starting the first sprint. We found ourselves blocked by Clickup's free plan, so I suggest that the team migrate to Jira.
I took the time to learn how to use the tool, and I prepared a meeting to explain to everyone how we would use it using the free plan available.


Readapt our scope
We encountered some rather unusual difficulties for me.
First, one of the artists broke his hand before the workshop, so we had to consider it to adapt our scope and find solutions to check the list of deliverables.
We reworked the main character, proposing variations and using it for our enemies.
Modular environment
Ghost's realistic art direction was a constraint that added to the difficulty of production, since with a team of 4 artists we had to offer 10 minutes of gameplay.
To achieve this, we proposed a modular pack for the buildings, which allowed us to have architectural diversity with unique buildings without having to model many.

Tool Upgraded
On top of the previous features, the Backlog, the Gantt planning and the macro planning i added the folowing:
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A project dashboard summarizing the project progression on it's overall or per sprint.
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A team dashboard summarizing the progression per team member per sprint.
On top of that I created a hapinness member form using the Spotify Squad Health Check method and display the average feeling in the dashboard.











