
Production Coordinator/Producer & 3D Modeler
Mackenzie Wright

Game Producer & Promoter
Super Thrust Busters was a game that I helped to create in my last few quarters at The Art institute of Portland. Working together as a team, we concepted a game idea that we all could be happy with creating for a full two quarters and then set upon the process of creating it. At the start of Pre-Production, I worked as a programmer. I did the preliminary work on the camera and navigation systems for the game. After we moved into full production and gained some more dedicated programmers on the team, I happily moved over into the role of Producer.
Producer
Promoter
As the production on Super Thrust Busters continued, we all decided that we wanted to try something that no other production team at AiPD has done before and try and promote our game as loudly and clearly as we could to as many people as possible. I felt like I had the knowledge to do this and took over the task of creating social media sites on Twitter and Facebook in order to promote our game.
I also updated and maintained the website for our game. Each week I would post Dev Diaries to the site, updating visitors weekly on our progress. The site also conatined pages that I created for information on the game itself, all of the team members working on it, and a page to browse photos related to the game.
Many faculty at the school mentioned to our team that our production has been one of the most widley talked about among people inside and outside the school thanks to the promotion that I have done.
As Producer on Super Thrust Busters, I worked very hard to make sure that communication and asset handoff between teams went as smoothly as possible. I worked with all teams (Code, Art, and Design) to explain the pipeline for asset creation so that getting everything into the game would go without issue. I utilized Google Docs for informational documents and spreadsheets, Dropbox for Art Asset collection and sharing, and Trello as a way to keep everyone organized and aware of what was needed week by week. The team also utilized our own private Facebook group to communicate with eachother when we were not all together working as a class.

I created a spreadsheet that allowed me (and everyone else on the team) to keep track of how much of the game had been completed and how much still needed done.

We used the website Trello as a way to keep track of what all had been assigned to each person and when it was due.

We used a shared Google Drive folder as a catch-all for documents that everyone on the team needed to have.

I created a spreadsheet that allowed me (and everyone else on the team) to keep track of how much of the game had been completed and how much still needed done.

The website for our game/team that I managed and posted to weekly.

One of the weekly Dev Diaries that I wrote for our website about our game. This one took place just over 3/4 of the way through the production process.

The Twitter account for our game/team that I updated.

The website for our game/team that I managed and posted to weekly.
More information on Super Thrust Busters can be found at interestingshape.com



