Prism of You is an emotional management sandbox game that redefines games as a field by motivating behavior antithetical to any other game: equilibrium. This push against the maximalist mindset of "collecting all the coins" or "getting the coolest gun" makes Prism of You stand on its own in a sea of copycats.
While entropy forces the Prism to constantly shift between being over and underpopulated with "Emoes" or Charge--the lifeforce of this world--it is the player's job to interact with all of the tools at their disposal (evolving, splitting, expressing, and calming emoes)Β to bring the world back to balance.
Due to the fact that we initially had mobile devices as a target platform for Prism of You, one of my first decisions as Lead Engineer on this project was to create a Level Streaming System that would allow us to separate gameplay from various UI-based systems, such as the Journal, which I crafted myself. This would allow us to preemptively avoid scene merge conflicts, and optimize memory usage.
As is normal for a heavily systems-based game, Prism of You was not without its involved and pervasive bugs. So, a large amount of my time was hunting down mystery bugs, especially in our complex input system, which I refactored multiple times over. Additionally,Β
A large amount of my time as the Lead Engineer was also dedicated to mentoring 4 other engineers, assisting them in their tasks, determining optimal team-wide workflows, and--unfortunately, once--doing conflict resolution (don't fret, it went well).
I also ran weekly code review and feature presentations, where we would present each engineer's completed tasks from the prior sprint at the start of the sprint meeting. I found this to be a simple and effective strategy to both present the state of the game each week, as well as thank the engineers for their work consistently.