My name is Benjamin Roye. I am seeking a Masters of Interactive Technology with a focus in Production from the Guildhall at Southern Methodist University in Dallas, Texas.
During my tenure in the Production track, I have had the pleasure of working as assistant game designer on a 2D spatial puzzle game called ShadowMaster and on a horror-themed capstone game called Kraven Manor, assistant producer on a capture the flag game called Jungle Thunder, and as an external producer for three 2D games called Revenge of the Dragon King, Salvage Runner, and Raging Sushi: Enter the Roll.
In this blog post, I discuss what went right, what went wrong, and what the team learned during production of Armourgeddon, a student-made capstone game at the Guildhall at Southern Methodist University.
Reprinted from KravenManor.com, this blog post details the trials of creating a haunting first person game in UDK, what mistakes the team made early on, how they course-corrected and delivered an amazing experience.
This blog post highlights problems in a Guildhall graduate student game, Full Steam Fury. It covers the strides that the team is taking under the leadership of Ben Roye as Producer.
I summarize the postmortems for three games. The feedback in these postmortems was gathered straight from the teams.
The third of four blog posts in the Guildhall Producer Series discusses the importance of bug tracking for three small teams.
The second of four blog posts in the Guildhall Producer Series discusses sprint retrospectives and their role in helping three small teams plan for future sprints.