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This game originated from a game pitch I created for a Game Documentation class. A Battle For Your Heart is a lighthearted romcom game about a girl trying to confess to her crush, but a group of rivals stop her along her way. The game mixes elements of RPG exploration/battles, visual novels, mini games, and rhythm games. Below is a short slideshow we made at the end of development showcasing all of the elements we got into the game.


Project lead, artist, narrative designer, game designer

Tools Used

Unity, Clip Studio Paint, Google Docs, Google Slides, Trello

Initial Idea

This idea actually came about when I was doodling the cover image (as seen above). I wanted to draw something fun and cute, and after drawing the Tomomi (main heroine; girl with pink hair) I started thinking about her love interest and any rivals she might have. The story about a girl just trying to confess her love to her long time crush and best friend, but also being hindered by a group of other girls who are also in love with her crush was born! From there, I combined elements from different yet similar games I liked such as River City Girls, Scott Pilgrim vs The World: The Game, and Friday Night Funkin' to conceptualize gameplay.

Leading a Project for the First Time

When in teams, I usually take the subordinate team member role as it's what I'm more used to. For this project however, the way things were set up was we all chose a group of people to work with, then we'd all make pitches for different game ideas and whoever had their idea picked by the majority of the group would become the project lead as it was their idea to be produced. My team overwhelmingly liked my idea so I was immediately designated the project lead. In order to get myself set for the role, I made sure to assign roles to everyone based on their skill set and work availability and went from there. I would schedule scrum meetings every week, optional meetings for the different departments, and kept everyone's tasks on track with a Trello. At the end of the semester we were able to finish a vertical slice of the game that we were all happy with, and the feedback I got back from my team about my management skills were very positive. The next time I act as a project lead or manager, I'm sure to use what I learned again. Below are the design doc,

production plan, and team product breakdown.

Challenges and Takeaways

The main challenges with this project were two members who weren't very active or communicative. As the project lead, I made sure to reach out to them as much as possible and remind them of deliverables. The method that ended up working was letting the professor know of what was happening and them contacting those students, but even then they continued to be inactive. I learned the best way to deal with this was to simply assign them less work that I knew they could feasibly get done, and that wouldn't affect the rest of the team or the project significantly. In the end, with the rest of the team members who were active we were able to get a vertical slice of the my original pitch that were all happy with.

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