I loved working on Time Stall and I’m very proud of just how polished, rich and interactive we managed to make the game. It’s the first game I worked on from the very start to the very end and I feel a lot of ownership over the end product.
It was a fascinating experience to develop for top-of-the-line unreleased hardware, like the Oculus Quest. Especially early on, when developing the press demo, the hardware still shifted in its capabilities and input forcing us to think of creative solutions.
Working on a physics based game on mobile hardware was a challenge, but we had a solid team that pulled it off. The experience taught me a lot more about how to get the best out of the Unreal Engine, such as how to handle physics, how to efficiently structure my blueprints for modularity and reuse and how to handle performance optimisation.
Another challenge that I rose to was my role as design primary on the team. This provided me with the opportunity to guide the junior members of the (design) team, and I got to practise my planning and leadership skills.