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Action RPG

Hinduism

Narrative

UE5

General Information

Game Summary

Rudra: A Tale of Time is an indie action RPG inspired by Hindu scriptures. Embark on a journey of self-discovery by unlocking chakras and using mantras to save the universe from the forces of evil. 

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With a powerful weapon in your hand, navigate across the four Yugas(eras) of the Hindu Chatur Yuga cycle and cleanse the evil in the world as well as within yourself. Gain access to powerful combos and powerups by unlocking your chakras and defeat your rival. Are you ready to unleash your inner warrior and restore balance to the world?

  • Third Eye Interactive 

  • August 2022 - May 2023

  • No. of Developers: 16

  • Hybrid

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Roles & Responsibilities

Here are my contributions for the project:

Production

  • Functioned as the lead producer overseeing the team's activities

  • Strategized and established project milestones and key deliverables

  • Collaborated on pipeline changes with the art and engineering teams

  • Orchestrated efficient team communication and established a functional Jira project for hybrid work settings

  • Represented the team during media events

  • Conducted bi-weekly standups as a Scrum master to facilitate effective communication among teammates

  • Assisted with refining pipeline flow & organization

  • Gathered and presented playtest data for game iteration

  • Managed communications and scheduling with outsourced partners to minimize dependencies

  • Created and spearheaded the presentations to pitch to AAA executives and industry veterans

  • Created One Page pitches, roadmaps, and SWOT analysis documents, as well as documented meeting minutes

  • Co-created and managed the game's Steam page

  • Integrated game builds and updates via Steamworks

  • Created wrap kits for game contest submissions

  • Hosted regular 1-on-1's with teammates and team-building exercises

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Audio

  • Audio director for the team

  • Researched Indian music theory and instruments

  • Created audio themes for each level in the game

  • Produced an audio library of SFX and music via FLStudio in Wwise

  • Implemented Wwise integration for UE 5.1

  • Worked with the engineering and design team to add audio via blueprints

  • Scheduled and facilitated voice recording sessions

  • Voice actor for the protagonist "Rudra"

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Art & Cinematics

  • Helped in creating initial concepts and 2D art assets

  • Collaborated with artists in setting up a moodboard for the game

  • Created promotional materials for publication

  • Set up scenes in engine and took HQ screenshots for promotion

  • Collaborated on in-game cinematics

  • Made final cuts for trailers and in-game cinematics

  • Scheduled and facilitated motion capture sessions

  • Managed Social media presence on multiple platforms with regular updates

  • Moderated game's public discord channel

Production

Rudra Twitch Launch

Pitching & Presentations

Researching Indian culture was pivotal for our game, and I guided my team in accurate cultural referencing and historical context to prevent misrepresentation. My experience of studying and making games in the US for more than 5 years came in hand for helping communicate cultural differences. The team was considerate in understanding those differences.

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​After each sprint, our EPs conducted reviews with occasional industry veterans as guests. I used Canva to make each of our presentations and pitched them in front of 80+ people. Prioritizing seamless flow, I minimized slides while maximizing gameplay visibility and information, highlighting progress and future objectives. Encouraging team participation, I often practiced scripts with fellow members to ensure smooth delivery.

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Playtesting & Publishing

Sprint reviews included peer playtesting, facilitated through Google Forms questionnaires. Collaborating with producers, I compiled response documents, shared with the team, and implemented changes to our sprints based on actionable feedback. I assisted my fellow producer in forming an LLC for the team and setting up the Steam page, utilizing my previous Steamworks experience for a smooth process. Collaborating with artists, I developed library assets for Steam, and with engineers, I integrated builds and updates. I created an itch page for distributing initial playtest builds and prepared a presentation for our GDC 2023 booth.

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Onboarding & Growth

Midway through development, we welcomed new team members, ensuring their smooth onboarding and comprehension of the game and our process. For outsourced art assets and voice actors from different teams, I handled communication and scheduling, reducing miscommunication and minimizing potential bottlenecks.

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Throughout the project, I embraced versatility in tasks, learning about my strengths and areas for improvement, particularly time management and avoiding crunch culture. I aim to be more mindful of these industry challenges in the future. Team building is an aspect I aim to enhance. Although our dynamic was solid, increased team exercises could have fortified relationships and collaboration. Building deeper personal connections with teammates resulted in a more positive and productive work environment.

Pre-Production

Third Eye Interactive aimed to craft a refined MVP for a AAA game. I facilitated communication through a Discord server and set up a Jira board. We rapidly integrated Jira, Perforce, organized folder naming conventions, and established a collaborative Google Drive. Having a social contract that everyone on the team agrees to was an important task and I drafted a contract that fostered clarity, accountability, teamwork and covered - main goals, success measurements, collaboration methods, excellence criteria, review schedules and conflict resolution.

 

With the team's keen interest in Unreal Engine 5, my role included ensuring scope adherence. Almost half of the team are Indians, and everyone really liked the idea of making a game based on Indian culture. I tasked everyone to come up with a one--page pitch of what their game idea was. In our first brainstorming session we all pitched our ideas to each other and many of them had similarities. I used a whiteboard, the best friend for a producer in a meeting, to shape up the initial concept via visual representation. 

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Pipeline Organization​

As lead producer, I introduced effective reporting via team leads, selected based on skills, knowledge, and management inclination. Jira facilitated agile development, as we populated backlogs, created sprint boards, epics, and task lists. In collaboration with team leads, I planned key deliverables and milestones, dividing our development into three phases—Alpha (Sept-Dec), Beta (Jan-Mar), and Gold (Mar-May)—segmented into two-week sprints. A Jira timeline and Burndown charts aided in visualizing our roadmap and tracking velocity. Our team effectively aligned with build release and deadlines. A SWOT analysis was also crafted based on individual skills and aspirations.

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Throughout development, I closely monitored team velocity, addressing issues during standups. I like to keep my standups short and to the point so that the team can start developing. I introduced a talking stick in meetings to ensure concise idea exchanges, and it offered a platform for quieter team members to contribute. Each meeting's outcome was documented through board photos and typed notes, posted in a Discord channel for easy review.

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I encouraged each team member to contribute to shaping their tasks based on Jira story points. For enhanced communication, fellow producers aligned with art and engineering teams, with the design lead assuming the design producer role. As lead producer, I provided comprehensive oversight, collaborating across teams. Whenever any pipeline encountered challenges, we would promptly inform each other and explore potential solutions. Sometimes we would involve other team members to collectively troubleshoot. This approach significantly contributed to streamlined pipelines and helped mitigate miscommunication within our team.