Fulfilled
Fulfilled, the first of two projects I worked on during my tenure at ReadGraves, is a game about stealing things. The one sentence pitch is something like "Overcooked meets an Immersive Sim"; but in reality the design challenges were, of course, more complex than that. The main premise of the game is that the player works in a package delivery/order fulfillment center where they are not suitably paid, and therefore cannot afford to take care of their family.
My role on this project was pretty major as during this time Sam was focussing his time on Task Time. This was set up to be a more speculative project, a game pitch he thought might have legs, but didn't then have the time to work on. So I was given the opportunity to take a more leading role and work not just on a small system, but on the broader design of a project. This meant that largely I spent my time designing mechanics that would work well with the core design and narrative themes that Sam had outlined to me, and then implementing those changes and systems. Over the course of the several months I was working on this project, I learned a lot about designing systems, and really felt I got to flex everything I've learned about design over the last few years.
Unfortunately, budget began to tighten at the time, so I was moved to Task Time, to speed up the development of that project. Since then, my contract at ReadGraves expired and as a result I've not had the opportunity to revisit it. Perhaps we'll get to see more of the project in the future, but for the meantime it's just something we sadly had neither the time or budget to reasonably complete.