HAZEL
I was fortunate enough to participate in this project within the AAU’s StudioX as a producer, while working across departments with the game dev & game design branches. And of course, I’m happy to report that Hazel was an incredibly fun and fulfilling time!
Having played games since I was able to hold a controller or work a mouse & keyboard, I consider myself mostly intertwined with my lifelong hobby at this point. And while my knowledge of its pipeline was firmly in place at the time of starting work on Hazel, finally getting first hand experience in making a game was an incredible experience I won’t soon forget. The requirements for the animation work was demanding, and the schedules tight with how many projects both StudioX and the Game department were handling all at once, so it fell to me as the producer to coordinate in between departments, organize dailies and weeklies, as well as deliver assets, finals, and notes to the artists and faculty alike to ensure a smooth and operational pipeline throughout my time with the project.
At its core, Hazel is a 3D action-platformer along the likes of Crash Bandicoot or Sly Cooper, that told the story of a little girl with a peanut allergy, fighting an army of her worst enemies in a dream after a close brush with her anaphylactic adversaries!.