
The Adonai Invitational
“A race fit for the Gods”
The Adonai Invitational is a competitive arcade racer themed around the ancient sport of chariot racing. Take on the role of an illegitimate child of the gods as you race others to prove your worth in front of the pantheon!
Building up speed and maintaining it is key to winning races. To build up the most speed and be able to maintain it the player engages with focus, a resource used to boost your current speed past what you could without it. Use focus to engage the ‘hit the rein’s’ ability that provides an on-demand speed boost but use it too rapidly and your horse team will get fatigued!
Specifications:
Engine: Unity for PC
Team Size: 10 Developers
Genre: Arcade Racer
Development Time: 4 Months
Features:
-Two modes; Classic and Time Trial
-Customization for chariot theme and horse colors
-Mythological themed tracks
-Game Designer
Pitched game concept
Crafted living GDD to ensure creative consistency
Led art direction, mechanics design, and feature implementation
Iterated on player feedback and overcame design challenges
Asset lists for tracks
What Went Well:
Communication between myself and producer was bar none. Great working relationship and minimal communication issues.
Horse Morale, our work was serious but our attitudes around the game kept things light, enjoyable, and full of laughs.
Successful builds throughout entire production. We never missed a sprint build and consistently iterated on ideas and new concepts.
What Went Wrong:
As a lead I did not take full advantage of our level design tandem.
Our level designers had complementary strengths that were not utilized effectively, resulting in scrapping the final and third level.
Our assets and art looked fantastic but felt they could have been more cohesive.
Should have had more regular meetings with 2D and 3D art departments to ensure consistency.
What I Learned:
I have a better understanding of how different people have different ways of being motivated.
Some members needed little oversight to work effectively. Others wanted more direct check-ins and feedback.
I learned to always consider exactly what a task/card needs to be fully completed.
As the project progressed, I got better and better at forming concise and actionable work that was easily checked against the Trello cards we assigned.
Give yourself the time to really think through problems and find the right solution, not the easy one.
-Project Lead
Led diverse 10-person team through production cycle
Delegated tasks and set regular sprint goals
Assisted all members of the team in bringing vision to life and implementing their work into the game
Edited clips and music for trailer





