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Time Stall

ABOUT THE GAME

Time is on your side! Manipulate objects in stalled time to save the crew. No wrong way to save humanity! Experiment with physics, allowing you to find creative solutions to the catastrophes happening onboard the ship. Get weird with it! Set up crazy situations just to see what happens when time goes back to normal.

Time Stall is a room scale puzzle experience available on Quest created by Force Field XR.

INFORMATION

Platforms:

Engine:

Year:

Quest

UE4

2019

FFLogo200.jpg

RESPONSIBILITIES 

  • Gameplay scripting

  • Level design

  • Prototyping

  • Brainstorming

  • Balancing

  • Onboarding design

  • Playtesting

MY EXPERIENCE 

Time Stall is the first commercially released game I've had the opportunity to work on. I joined the project halfway through production as an intern.

 

I remember one of my initial assignments was to create a design for the first level.

"It's the first thing players see, so it has to be amazing!" the game director told me cheerily. Although it was a bit intimidating at first, I'm grateful that I was treated as a real developer from the start, not just as an intern. I was pleasantly surprised by the level of ownership and trust I was given by the team and the game director.

I didn't have to create that level in isolation, of course. I had the support of an awesome team that was willing to lend their expertise during brainstorming sessions and share their impressive collective experience to build this level together.

In addition to that first level, I had the opportunity to work on every level of this game. Together with the other designers, I refined sequences and moments, implemented new mechanics, iterated on and designed puzzles, and created new challenges.

Furthermore, I conducted multiple playtests with external (and internal) players, significantly enhancing my scripting skills in Unreal Blueprint by creating prototypes and having all my work peer-reviewed. One of my fondest memories from this project is working on a character named Randy for two weeks and seeing him slowly come to life through collaboration with the animation team.

Time Stall was an incredibly enjoyable game to work on. Not only because of its silly nature but mostly due to the amazing team I had the privilege of working with. Their multidisciplinary approach to problem-solving and the level of ownership we were given by the game director were truly remarkable. Everyone was highly motivated to create an outstanding room-scale Quest title, and I believe we delivered.

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