Klein

Co-Produced Klein, coordinating design, art, and engineering for a full game release at PAX East.

Studio Project

Tools used:

Overview

Klein was a capstone project developed through our university’s game studio and showcased as a complete experience at PAX East. The project ran over the course of one academic year, where our team set clear milestones and operated on a bi-weekly sprint schedule to meet production goals and maintain progress.

Contributions

As Co-Producer, I focused on building and maintaining efficient communication and organization pipelines across departments.

- Established a dedicated Discord server to improve cross-team collaboration between UI/UX, programming, and art.

- Managed our Nuclino workspace — which served as our game bible, task tracker, and documentation hub.

- Organized a OneDrive system with structured folders for shared assets, ensuring easy access and consistent file management.

- Created resources and process guides to help team members understand their pipelines, minimize backtracking, and streamline feedback application.

- Coordinated shift scheduling for PAX East, ensuring each team member had time to network and present our work.

- Supported preparation of print and showcase materials for PAX East even though I could not attend in person.

Process

Our production team worked through bi-weekly sprint reviews, using them to evaluate milestones, adjust scope, and refine our workflow. I also implemented a weekly merge policy for our programmers to prevent version control issues and branch conflicts. We faced challenges with scope and limited team size, especially in the art pipeline. To stay on track, I prioritized clear milestone planning, emphasizing essential features and integrations like audio and UI. This coordination ensured that the tutorial, UI, and sound design all came together cohesively in our final build.

Key Outcomes

- Completed a fully playable build for submission and presentation at PAX East.

- Achieved full UI, audio, and art integration.

- Received positive player feedback, particularly around gameplay feel and controller design.

- Delivered a polished and cohesive presentation experience for the studio showcase.

My proudest achievement was developing structured pipelines that made production smoother and less stressful for the team. Leveraging my UI/UX background, I was able to bridge gaps between disciplines and keep our workflows consistent and organized.

Pre-Production Phase

Before production began, I focused on setting up the foundations that would keep our team organized and connected throughout the year.

- Established a Discord server dedicated to cross-department collaboration, with specific channels for art, design, programming, and UI/UX.

- Built out our Nuclino workspace to serve as the central hub for the game bible, task lists, and documentation, ensuring transparency across all teams.

- Structured a OneDrive system with organized folders for asset uploads and version tracking, giving everyone consistent access to shared files.

- Created pipeline resources and guides for departments to follow, minimizing confusion, preventing rework, and improving feedback loops.

This setup allowed new members to onboard quickly and ensured that our production phase ran efficiently, even with a smaller team.

Reflection

Co-producing Klein reinforced how critical it is to understand and respect the pipelines of every discipline on a game team. It taught me the value of consistent communication, early playtesting, and polishing throughout development — not just at the end. If I were to revisit the project, I would focus on tightening scope management and establishing clearer UI/UX style references earlier in production to better support the art team.

All Works