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GiveMeABrake_Header.png
DEVELOPMENT TIME
January 2026 - May 2026
Engine/ Tools
Unity, Jira, Agile, Scrum, Miro, Excel/Sheets

GIVE ME A BRAKE!

ROLE
Producer/ Designer
GENRE
3D Arcade Trucking
TEAM SIZE
10
Give Me a Brake! is a 3D arcade trucking game set in a series of endless mountain basins and the definitive distance trucking experience. Players control a truck that is constantly beset by distractions and hazards while they try their best to stay on-route without crashing, getting fired, or having a heart attack.

Responsibilities and Contributions

I served as the team’s producer and this was one of my most important game projects to date in terms of speed and scale. Throughout development we regularly held standup meetings with all team members, gave presentations to faculty, and met with industry representatives from Rockstar Games who were our advisors throughout. Having learned from previous project experience, Jira and Agile methodologies were implemented a lot earlier and more efficiently, allowing for  smoother project iteration and experience overall.
I served as the team’s producer and this was one of my most important game projects to date in terms of speed and scale. Throughout development we regularly held standup meetings with all team members, gave presentations to faculty, and met with industry representatives from Rockstar Games who were our advisors throughout. Having learned from previous project experience, Jira and Agile methodologies were implemented a lot earlier and more efficiently, allowing for  smoother project iteration and experience overall.
We conducted regular playtests with students, faculty, and outsiders, organizing the collected data and implementing changes to make our game’s experience as smooth and fun as possible.
Give Me A Brake Miro 2.PNG

Key Takeaways

With this project being laid out to be as close to an industry experience as possible, I learned a lot from the comprehensive milestone reviews of peers / faculty and the professional critiques of the industry representatives. Many issues can come up during development and it’s paramount to adapt to both the needs of the team and the requirements set by deadlines. With so many variables, Jira and other forms of documentation the team and I maintained became key to ensuring our workflow efficiently produced the best game we could possibly create. These choices paid off and were acknowledged by both faculty and industry professionals who gave us glowing evaluations.
Give Me A Brake Jira.png
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