Role: Producer

Tools I used: Unity, Scrum, ClickUp, Miro, Google Sheets…

Time on project: 9 weeks

Sands Adrift is a momentum-based exploration game created at DADIU, where players embark on a mystical journey through an ancient underworld as the Shepherdess, guiding lost souls to their final rest. The game features a unique movement system that lets players gracefully navigate procedurally generated terrain, using the landscape’s contours to build momentum and soar across vast dunes of the Soul Sea.

As the Producer on this project, I worked closely with our team of 16 talented individuals, implementing Scrum methodologies to maintain an efficient and creative workflow. My role encompassed both strategic planning and team coordination, ensuring clear communication through Discord and Click Up while fostering an environment where creative ideas could flourish. During weekly sprint planning sessions, I collaborated with our technical lead to balance ambitious design goals with practical implementation constraints.

The game’s development challenged us to blend artistic vision with technical innovation, particularly in creating a movement system that felt both fluid and precise. Working with our Game Director, I helped establish a framework where artists and programmers could collaborate effectively on features like the Boids Algorithm for spirit behavior and the momentum-based vessel mechanics. Through careful risk management and regular team communication, we successfully delivered a cohesive experience that combines atmospheric world design with engaging gameplay mechanics.

Sands Adrift stands as a testament to interdisciplinary collaboration, where each team member’s unique expertise contributed to creating a mysterious and engaging world for players to explore. The final product showcases our ability to merge technical excellence with artistic vision, resulting in a game that offers players a unique way to experience movement through a haunting, mystical landscape.