Eye 4 Eye

Details

  • Engine/Platforms: built in Unity for PC, available on Steam
  • Team Size: 46
  • Duration: 12 months
  • Tools Used: Unity, C#, Perforce, FMOD, Aseprite
  • Role: Game Director, Lead Producer

Overview

Eye 4 Eye is a First-person detective adventure puzzle game with retro graphics. It takes place in a futuristic dystopia where everyone has a brain chip installed for the betterment of society. You play as Hazel, a struggling detective, tasked with solving a missing daughter case in a Victorian mansion mysteriously inside of a high-tech company complex. And as you investigate, you realize, the whole case, is not what it seems. This game is about critical thinking, self-discovery, and relationships.

Building upon ideas from my previous game “Kach,” I want to create a unique detective experience that doesn’t hold the player’s hand like most games in the market. The player can figure out different puzzles using mechanics including item examination, checking item usage history, and searching for clues from Hazel’s “search engine.” Eye 4 Eye is a challenging but rewarding experience that encourages players to think outside of the box.

Eye 4 Eye has so far received 98% positive reviews from players worldwide on Steam!

My Role - Game Director & Lead Producer

  • Led a team of 46 students across 9 departments
    • Developed a 1.5-hour, 3D detective game from concept to publication in 14 months.
    • Conceptualized and drove the creative vision, designed and built the original prototypes.
    • Pitched the game idea and was selected & funded by USC Games out of 34 submissions.
    • Set and communicated the game’s direction with the team.
    • Managed team morale and community.
    • Provided team members with ideal autonomy to strengthen goals.
    • Presented progress to faculty and game industry professionals regularly.
  • Design
    • Collaborated with designers iterating on game puzzles, mechanics, and stories.
    • Designed and built the tutorial level, made iterations based on playtest feedback.
    • Wrote reference documentations for artists and writers.
    • Wrote game dialogues and directed voice-over recording sessions
  • Production
    • Led and managed productions of all 9 departments
    • Wrote and maintained detailed milestone and sprint production plans based on development status.
    • Facilitated scope management across all functional teams.
    • Made all necessary scheduling decisions for tasks.
  • Usability & QA
    • Hosted in-person and remote playtest sessions.
    • Liaised with designers, engineers, and UI artists to improve usability and create immersive gameplay.
    • Found and provided clear and detailed reports of bugs for other departments.
    • Worked with designers, engineers, and audio designers resolving technical bugs in-engine. 92% of all bugs discovered were fixed before publication.