V - S H I F T

V-SHIFT : CONCEPT TO GDC 2025

CREATION OF V-SHIFT

Millenium into the future, fearsome aliens enlist champions to engage in blood-shed for honor, glory, and revenge! Choose your hero, and battle against other players, becoming the ultimate gladiator in a galaxy-wide arena.

INTRODUCTION

V-Shift is a multiplayer battle platformer where mastering speed is the key to victory. By building momentum from constant movement, the intensity of your velocity positively correlates to the intensity of your attacks.This velocity is also utilized for our main mechanic, the V-Shift, where your current speed can instantaneously be redirected. Chaotic, fast-paced, and overwhelming, V-Shift is meant to fully engage players, creating competitive, dynamic gameplay!

Published on Steam, with a free Demo available on Itch.io, V-Shift was also showcased at ATX Gamemakers 2025 Annual Spring Showcase, the official SXSW 2025 GDC^2 event, and GDC Play 2025 Expo Hall in San Francisco.

BACKGROUND

Initially developed as a 15-week project, V-Shift is team of 7, with 3 programmers, 2 artists, 1 level designer, and 1 audio designer.

Focused on fluid motion and constant engagement, the game’s concept centered around our core mechanic and intended gameplay feel. Rather than relying on complex attack combos, V-Shift was meant to be a test of player movement and quick, strategic, reflexes. After looking at other games such as Samurai Gunn, Ori and the Blind Forest, or CSGO : Combat Surf, Propel Studios examined what made movement feel powerful, and how to communicate that information effectively.

The visual direction for V-Shift was heavily inspired by classic 70’s science-fiction novel covers. Drawn to the intense contrast of their vibrant colors and abstract compositions, alongside almost horrific and deeply surreal content, V-Shift’s alien world straddle the line between fantastical and grotesque.

MATERIALS

V-Shift is developed in Unity Engine & C#, with GitHub used as the version-control software. Art programs such as Aseprite and Clip Studio Paint were used to create both concept art and assets.

Trello and Discord were used for task organization and every-day communication. Notion and Google Workspace were used for documentation, QA, and roadmapping.

PRODUCTION

Following the Scrum methodology, I organized tasks through weekly sprints, with Fridays assigned as our sprint retrospective day to reevaluate not just the project, but team dynamics and dependencies. Tasks were formulated around user stories and epics, then prioritized within those categories. Alongside internal goals, milestones were set for our external expectations to present deliverables and perform playtesting. Stand-ups occurred at 7:00 PM daily, allowing us to keep track of progress and appropriately scope as a team.

After the initial 15-week project cycle, V-Shift moved into a bi-weekly check-in schedule, to accommodate both post-grad and senior schedules.

V-SHIFT AT GDC

After our initial 15-week project cycle, Dr. Paul Toprac, Professor of the Game Development and Design Program at UT Austin, suggested we take V-Shift to GDC. Despite having only 3-months to arrange our attendance, our team and I fully believed in the project and wanted to expand our player base, met with more indie devs, and talk directly to publishers for financial support and shipping our game on new consoles.

MAKING THE PLAN

Embolden, I reached out to Merge Conflict CEO, Melody Grier, for advice, and wrote out 2 proposals, budget plan(s), and a team schedule. Through these items, I propositioned the AET department at UT Austin to sponsor our booth at GDC Play 2025. I also personally reached out to GDC Play about boothing, setting myself as the point of contact for V-Shift.

Following this initial proposal, I worked with back and forth with AET to refine the initial budget, define attendance goals, and determine marketing deals that best suited our shared interests.I became the bridge between GDC, AET, and Propel Studios, making sure to stay consistent with communication on all-fronts.

TROUBLE AHEAD!

However, trouble occurs when least expected. Due to some internal legal conflict, while my proposal was approved in February 2025, transferring funding became an issue. It was the week prior to GDC, and having all our travel plans set, it looked as if Propel Studios would be flying to San Francisco for no apparent reason.

Despite initial stress, it was imperative that I stay determined. I held an intense responsibility to my team, and in these moments, had to stay true to the optimism and adaptability that leds all my actions.

Quickly, I reorganized. Working alongside David S. Cohen, Associate Chair at AET, we redirected the initial financial plan, and I legally signed my team to GDC. During this time as well, I finalized our day-to-day schedule, ordered marketing materials, and created a website for V-Shift.

GDC BOUND

Through the fire, we prevailed! I set up badges for six members of our team, the online portal, and in San Francisco, the physical booth. Well-worth the struggle, this amazing experience inspired Propel Studios! Watch out 2025!!

SPECIAL THANKS

Special Thanks To: David S. Cohen, Dr. Paul Toprac, Melody Grier, and my Propel Studios team! I truly cannot overstate how important your guidance, support, and confidence in my abilities assisted me. It is your generosity and wisdom that inspires me, pushing me to become a better version of myself :D!