Super Knockoff! VS
Super Knockoff! VS is a multiplayer party game where players knock their opponents off the stage by utilizing a variety of weapons to destroy other players and even the stage itself. The game features satirical anime & manga characters and levels inspired by classic manga icons of the 20th century.
Released: March 16, 2018
Developer: Action Panel
Publisher: T.F.S. Entertainment, LLC
Website: Super Knockoff! VS
Platform: Steam Page
Role: Producer
I produced Super Knockoff! VS and oversaw the small team of 6 developers and 2 artists. I was the main communication point between T.F.S. Entertainment, LLC & Action Panel. We had a short production time of only 9 months from concept pitch to shipping the game. While my main credit is Producer I wore many hats to fill in gaps and overcome challenges as it was a first-time developing and publishing venture for both parties. In spite of it all we were able to successfully ship the game at the established deadline.
What I Did
Managed a team of 8 to successfully ship by the company’s deadline
Led design meetings and production check-ins to bolster team morale and fulfillment
Utilized Trello, Discord, and Slack to communicate and deliver goals between members
Designed rough character concepts and move sets
Drafted non-disclosure agreements and employee contracts
Synthesized design decisions to solve creative conflicts
Wrote the Steam page descriptions and ad copy
Conducted livestreamed playtest sessions to serve as advertising and feedback points
Managed the Steamworks submissions for game builds and game keys
Negotiated salaries and payment for all team members
Inspired the team through rough waters
Satisfied Action Panel and its developers throughout the entire development experience. Feel free to ask them!
Challenges
It was my first time in a Producer role and Action Panel's first time developing a commercial game together. This led to a few growing pain challenges that we were able to navigate successfully to maintain our schedule and vision. I took initiative to course correct, manage expectations and scope early on as much as possible. However, the team was crestfallen at the unexpected workload and expectations on their first outing. We all were learning how difficult game development truly was.
Halfway through development I had the team take a break and re-asses their progress. I was determined to prove to the team that they were already so far along and more than capable of making something that people truly enjoyed playing and would bring friends together. We worked out a new playtest session with people who had never touched it before, and with no intention of taking any notes, just for fun, we had them play it and enjoy it as a party experience. This group loved it, and it was a relief for the devs to realize that their hard work was truly paying off. This proved to be a small but significant morale boost to the team and assured all of us that we were capable of seeing this through.