
SuperSim
SuperSim is a strategy and management game that puts the player in charge of a superhero school. The player is tasked with the development of their students while also protecting the people of the Citrine city. Will the player end up being loved by the city or will they become more despised than the villains they protect the city from?
Gameplay​
The gameplay of SuperSim is effectively split into two sections the school and the city. In the school the player can schedule their students classes, give them new superpowers​, manage resources, and buy things from the shop.
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​​​​In the city the player sends their heroes out on missions. The heroes stats, powers, and relationship dynamics​ affect the outcome of missions. Succeeding missions will give the heroes money and items. Along with that based on how much the heroes succeed the city will like them more which will change the daily operating costs of the school. The player will lose the game if they run out of money or lose the trust of the people.
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​Team:
Ethan Vawter - Product Owner, Lead Designer, Lead Narrative Designer, Associate Systems Designer, UI Designer, and Q.A tester.
Carson Stacy - Producer, Scrum Master, Press Media Manager.
Gabe Derkson - Environmental Artist, Associate Producer, UI/UX Artist.
Daren Phon - Character Designer, Character Artist, Associate Narrative Designer.
Peter Vander Rhodes - Programmer, Systems Programmer, Repo Owner.
Matthew Paquin - Audio Lead and Audio Programmer.
William Badger - Lead Systems Designer and Associate Programmer.
Ben Rush - UX Designer and Associate Narrative Designer.
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Production
This is a Unity game that I made with a team during my fourth year at Champlain College.
The intent of this game was to challenge the player to make decisions that would positively effect their students and the town they live in. In order to do this the player would have to manage personal issues between students, school resources, and public opinion.
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As the product owner of this game I was a part of every decision in the game whether in some way or the other. This experience taught me how to communicate game design ideas and challenges with the group as a whole. Along with that I was able to work with each of the members individually greatly improving my teamwork abilities.
My collaborations with artists consisted of me designing a rough sketch of the UI where they remake it in the style of the game where I would then implement the designs in engine.
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I also worked with the worked the artists on character designs and the narratives of the characters. I would help the artists concept the designs for heroes and give them feedback as they concept them out. After the designs were finalized and the game sprites were made I would implement them in-engine. After the heroes were finalized I would make the script of the game and then implement it into engine after it was proofread by the team.
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​The way I collaborated with Peter and Will was that I would discuss with them what mechanics they wanted to work on and then discuss with them how those mechanics fit it with all of the other game mechanics and how best to make them work with each other. After the mechanics were in the game I would then work with them to balance the mechanics further.
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