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LOGO TOAD THINGS.png

Team Size: 5

Devices: PC

Time frame: 4 meses

Student project

Toad Things is a platformer and collectathon videogame where the player controls Bufo, a toad whose swamp has been taken over by the minions of Mander S.A. Join the amphibian in his quest to reclaim his home by progressing through each world and lending a hand to its inhabitants.

Bufo el Sapo.png

Toad Things was developed for the Project I course as part of the Videogame Design degree at the Universidad of Burgos.

The team consisted of 1 game designer, 1 modeler, 1 animator, 1 sound technician and 1 programmer.

Responsibilities

Main role: programmer

I was responsible for the entire implementation of the videogame. My main tasks included:

  • Design and implementation of the gameplay flow

  • Design and implementation of communication between different systems

  • Design and implementation of the playable character's mechanics

  • Design and implementation of tools for the rest of the team

  • Bug fixing y testing

  • Optimization

Secondary role: director & producer

  • Creation of the production plan, schedule and Gantt chart, including necesarry adjustments throughout development

  • Aligning the team's vision and maintaining motivation throughout the development

  • Creating milestones and goals to ensure proper project progress

  • Sprint planning

  • Assisting and mentoring team members through the development of their first videogame.

Tertiaty role: composer

  • Composition of musical passages for cutscenes and gameplay sections

  • Definition of a musical style that matches the aesthetic and tone of the videogame

  • Exporting the musical pieces so that the audio technician could properly produce and master them

Media

What I learned?

Toad Things has given me the opportunity to take charge of a project, oversee production, and apply the knowledge I have gained from previous projects and during my studies. From all the learning I have gained from the project, I highlight the following points:

Regarding programming:

  • The operation and creation of shaders in Unity

  • The use of distance fields as a graphics optimization tool

  • The utility of design patterns and how to apply them to a videogame

  • The use and implementation of binary search trees (BST)

Regarding direction and production:

  • How to create, implement and effectively use a production plan and how to link it to agile methodologies

  • Conflict management tools and techniques for motivating the team

  • How to create a Gantt chart and its importance for avoiding overloading the team and designing sprints that account for task dependencies

  • The importance of providing moments of rest and celebration for the team, not only at the end of the project but also throughout the whole development process

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