Andres Valbuena
MSF character select screen

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Producer & Game Designer · Unity · Student team

MSF: Mason Salvation Force

2024 · 2025

I ran production for MSF: Mason Salvation Force, a co-op arcade shooter full of campus satire built by 24 students in one semester, and designed its boss arenas.

people on the team
24
semester of development
1
weeks ahead of schedule on core features
2
Role
Producer & Game Designer
Team
24 students
Tools
Unity, C#, Jira, Trello, Notion, Discord, GitHub
Dates
2024 to 2025
Gameplay. Unity, built by a 24-person team.

What I did

Production

Twenty-four people across four departments means somebody has to see the collisions before they happen. I tracked dependencies between art, code, audio and design, and removed blockers before they reached the schedule. When ambition outran capacity, I cut features that risked the date and told the team why.

MSF met its vertical slice, alpha, beta and gold goals, shipped two weeks ahead of the deadline and was featured in the university's capstone showcase.

Production write-up

A 2-page summary of how production ran for 24 people over one semester.

  • Team structure across art, code, audio and design
  • Milestone planning, blocker resolution and scope management
  • Production challenges: pipeline bottlenecks, team conflicts and scope pressure
MSF production write-up, both pages
Both pages of the production write-up.

More detail

What I learned

Leading 24 people taught me Agile facilitation and scope control. I learned to turn production limits into clear design milestones and to structure Unity scenes and docs so integration went smoothly.