PROJECT MANAGER
After my internship at Gameloft Hanoï, I had the opportunity to work again in virtual reality sector as a project manager at Smart VR Studio (now Eva.gg dedicated to VR E-sport) in Paris.
I started my contract the 12 of May 2017 and immediately joined a client's project "AKKA technologies" to release the experience for the international convention of flight "Le salon du Bourget" (Paris Air Show).
From this point, I managed all the following VR projects, from the creation of the scenario to the release of the project. I managed in total 6 projects with various budget, team size and deadlines.
As a Project Manger, I was the pivot point between the client and the team. Also, as I had a technical and Game Designer background, I created Game/Level Design, UX/UI documents for clients or internal projects.
One of my biggest proud during my contract in SmartVR was to implement a production workflow (wireframe) for the developers to help them understand a project. Furthermore, I helped to set up a production's pipeline on Trello for every future projects of the company.
My main tasks during my contract were to:
Also, I had additional tasks during my contracts:
I started my contract the 12 of May 2017 and immediately joined a client's project "AKKA technologies" to release the experience for the international convention of flight "Le salon du Bourget" (Paris Air Show).
From this point, I managed all the following VR projects, from the creation of the scenario to the release of the project. I managed in total 6 projects with various budget, team size and deadlines.
As a Project Manger, I was the pivot point between the client and the team. Also, as I had a technical and Game Designer background, I created Game/Level Design, UX/UI documents for clients or internal projects.
One of my biggest proud during my contract in SmartVR was to implement a production workflow (wireframe) for the developers to help them understand a project. Furthermore, I helped to set up a production's pipeline on Trello for every future projects of the company.
My main tasks during my contract were to:
- Develop the scenario and rationalise the VR experience to match the clients' requirements.
- Create technical and descriptive documents:
- Moodboard
- Backlog
- Wireframe (create interaction schema that will help the developers to remember all the steps of the experience).
- UI & UX documents
- Sound Design documents
- Experience Spécifications (number of polygons per scene, blokers of the project…).
- Organise and manage the project (using agile methodology):
- Create a specific pipeline of production for every project using Trello
- Follow up the process development and arrange the planning according to the progress of the team.
- Coordinate the development team (3D artists, animators, developers, designers).
- Assist and manage the recording session for the project.
Also, I had additional tasks during my contracts:
- Help to develop the company management and production process.
- Give feedback about internal projects and provide gameplay documents if needed
- Participate in professional events to showcase internal or client projects
My mission on "SPIE batignolles"
Project
- Team composition:
- 3D artists: 2
- Sound Designer: 1
- Game programmer: 1
- Duration: July 2017 - November 2017
- Engine: Unity 2017.1
- Platform: HTC Vive
My role in the project
- Script writing: There was a first scenario made by the commercial team. It was based on an escape game experience with a succession of room and objects to collect. But as the project was to be showcase in an event with many visitors we had to cut these aspect and "force" the user to chose between 3 missions: Blasting, excavate a wall with a machine or end the construction site. Also, the aim of the project was to have a "realistic" view on the job at SPIE with a fun and interactive experience.
- Project management: For this project, we had 4 month to developed the project. After finalizing the scenario, prepared the Moodboard, we went immediately in production by creating the first assets. We decided to begin by the elevator, interactive objects on every scene and general walkthrough as the programmer could code the interaction and transition between the scenes. In the end, the 3D artists work 2 months from August to October and the programmer 2 months from October to November.
- Sound Design: I supervised the writing of the dialogues, creation of the SFX, background sounds and the recording of the voice by an one of the site manager of Spie Batignolles.
- Level Design: I helped the 3D artists by positioning all the elements in the scene to help the user walk-through and ease the experience.
- Game Design: I designed all the interaction and walk-through of the game from the elevator to the last mission. In total, there were 3 missions:
- Blasting: The user had to reach the blasting area and collect TNT to place on the wall before to reach a secure zone. After reaching the safe zone, the user had to putt a protective helmet that reduce the environment sound before to use a detonator and blast the wall with a tremendous explosion
- Excavate a wall with a machine: The user had to reach a control cabin, start the engine of a machine and then pilote the arm of a machine to cut out layer of a wall.
- End the construction site: The user had to reach a control cabin, start the engine of a machine and then be really careful with a giant engine to perforate the last wall of the train station.
- UX/UI: I created the User interface, pop-up and supervised the highlight of all the objects.
Example of Interactions designed
My mission on "FLY TO THE FUTURE"
Project
- Team composition:
- 3D artists: 2
- 2D Artist: 1
- Game programmer: 1
- Game Designer: 1
- Duration: May 2017 - June 2017
- Engine: Unity 2017.1
- Platform: HTC Vive
- Link to the event: https://goo.gl/cmm9NM
My role in the project
- Script writing: The first that we started with was to define the scenario of the experience. We wrote a first one that we later reworked at it was less interactive and less engaging that the final one.
- Project management: For this project, we had a really short period of time to developed the project. After creating the first scenario we immediately modelised the first assets of the experience that were key to the project. My main task was to prioritize the assets that should be done first to the other. In the end we succeed to deliver the experience on time and budget with some few bonus assets.
- Sound Design: I supervised the writing of the dialogues and the recording of the voice by an actor.
- Level Design: I helped the Game Designer intern creating the walk through of the experience and the position of all the object in the scene.
- Game Design: After completing the first scenario we had an idea of the interaction that should be done by the user. The main difficulty for this project was to adapt them to the users of the experience as they were high management members of AKKA technologies and they were not familiar with VR. After some rework of the interactions, it cames to our mind that it would be great to have a futuristic tablet to give orders to the robot and have a final interaction based on gesture.