Jaquelyn Bacal

Game Project Manager and Producer

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Shadows of Abigail

Shadows of Abigail

https://www.youtube.com/watch?v=rBjE5Oh_ZxY

Graduate School Capstone Project

Dev Team:
Project Lead: José Luis López Zurita
Producers/Design: Steven Julson (Lead), Jaquelyn Bacal, Micah Brown, Ivan Velez, Bill Sellinger, Alex Howell, Nick Pham
Artists: Giancarlo Montalbano (Lead), Doug Merritt, Alfonso Farfan, Amanda Garza, Gerry Pianta
Programmers: Stephen Cano (Lead), Logan Kincaid, Jorge Capote

Engine: Gamebryo Lightspeed
Project Length: Six months

Summary: Shadows of Abigail is a 2.5-D sidescroller platformer/ shooter about a curious girl named Abigail, who gets lost in a magical, dark carnival. In order to escape the fantasy world, Abigail has to escape and defeat the residents of the carnival, traversing multiple attractions with only her slingshot, her teddy bear, and her blanket.

Producer Contributions:

  • Served as Scrum Master and managed scheduling for two months for a 12 person team
  • Managed and moved art assets through the pipeline from Maya into Gamebryo (five-person art team)
  • Added PhysX polygons for art assets and exported them from Maya for use in Gamebryo’s Toolbench
  • Collaborated with programmers to tag art assets for PhysX functionality and the game’s region system in Toolbench
  • Created Presets and Models in Toolbench for art asset placement and functionality
  • Copyedited and finalized first version of game design document that was presented to industry judges

Designer Contributions:

  • Helped design game mechanics, world layout, and health system
  • Created the idea for the Candy Factory in the Carnival Level, and co- designed the assets for the area with the lead artist
  • Created gameplay and implemented environmental design in Gamebryo’s World Builder for the Candy Factory
  • Co- prototyped and designed the gameplay and aesthetics for the Haunted House level
  • Designed aesthetics and placement of assets for the exteriors of the Funhouse, Candy Factory, and Midway areas in the Carnival Level
  • Created low level assets (such as platforms) in Maya that were later textured by artists

Marketing Lead Contributions:

  • Managed six-member team tasked with creating trailers, manual, box art, brochure design, and web buzz
  • Ensured all marketing products and game aspects were aligned with Creative Brief and Brand Platform
  • Reported weekly on status updates of team and managed the marketing schedule
  • Helped prepare game to be marketed for Siggraph July 2010
  • Helped lead direction of the website

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