The Astro Parcel Service

A 2.5D, physics-based action game
Role: Project Manager, Producer

While I produced and published multiple broadcast journalism videos while working for The Paper of Wabash County, The Astro Parcel Service (TAPS) is the first published production wherein I head the title of project manager and producer.

During the game’s development, I oversaw a team of 16 contract game designers to conceptualize, create and publish a physics-based action game; developed a 12-month production pipeline using Agile methods to meet a launch deadline, selling 42 copies on two platforms for $242.96 gross revenue; eliminated pipeline obstacles to increase productivity and improve individual and cross-functional team work performances; managed the project’s social media and website to promote the product and build an audience in preparation of the game’s launch; and crowdsourced feedback and produced user story reports to address issues with the design teams and propose possible solutions.

Steam store page:


Performance Tracking

TAPS was developed by a team of 16 game designers (14 of which were undergraduate students) within the span of nine months. Throughout development, designers worked both remotely and in office. To track their progress, I used burn down and Gantt charts that were both manually created in Google Sheets and automatically generated in Jira as the project migrated into Jira partway through the project.

Creating Contracts

Before entering the production phase, I created contracts for all members of the team to sign before beginning tasks. Then ensured everyone would be compensated or receiving consideration for the tasks they performed on the project.

Presenting at Conventions and Exhibits

While this was technically my graduate capstone project, I treated every bit of it as a independent developer business endeavor. I attended the 2019 Hoosier Games Expo with a prototype version of the game aiming to build interest and increase Steam wishlist numbers. I spoke with nearly 100 attendees that stopped by the booth, encouraged onlookers to play the game and provide user feedback, and handed out promotional merchandise including stickers. TAPS has also been submitted to multiple conventions including the Akron Art Museum’s GameFest.

Tools Used


When creating TAPS, we used Unity version 2019.1.13 for creating the gameplay.


To ensure version control, we used SourceTree and GitHub to allow the devs to work on different aspects of the game at the same time. When we ran into issues merging multiple branches, GitHub also provided options for returning whole versions or portions of the project to previous versions.


To meet industry standards, the team used Jira and the Agile project management method to project plan and rapidly develop deliverables.

Adobe Creative Suite

To create UI elements and promotional materials, we used the 2019-2020 versions of Adobe Creative Suite programs including InDesign, Photoshop, Illustrator, After Effects, Premiere Pro, and Audition.

%d bloggers like this: