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Out On a Limb

Out on a limb is a spooky puzzle game that puts players in the role of an amalgamation of human limbs. With each limb comes a new form of movement and abilities that allow the player to navigate their way through the trials set out by the mad scientist who made her.

Over the course of 11 weeks I acted as the lead for this project with 4 artist, 7 designers and 1 developer students. We also had the pleasure of taking Out on a Limb to MCM Birmingham Comic Con 2025 for the public to test the three levels produced over the timeline.

Project type 

Solo then taken to group work 

Role  

Project lead and blueprint developer 

Software

Unreal Engine 5.6

Github

Jira

MiroBoard

Throwing limbs ability

My Contribution

Out on a limb started as a solo project made within a week for a 'collection' themed prompt, delivered during year 2 of my studies. I then took the idea and pitched it to run as creative director lead during our indie game studio simulation module in year 3.

 

Game pitch

 In preparation for the module, students were offered the chance to take on leadership. To get this, students could present a game pitch to the class, with the most viable chosen.  My pitch featured prototyped mechanics as well as information regarding target audience and unique selling points.  Out On a Limb was chosen and i had the pleasure of leading my team throughout the 11 weeks development. 
 

Team leader 


As team lead I established a scope and timeline of production featuring pre-production, production, testing and bug fixing. I followed the SCRUM methodology, using Jira to manage tasks. Each week I would set up a sprint with all tasks targeted for completion, brief my team on expectations and  addressed any concerns they felt they faced in the previous sprint. As this was a studio simulation, I was also required to perform a 10 minute progress update to showcase that the team was on track. 

Team lead role also included managing the UE5 Github, merging content and fixing merge conflicts when encountered. 


Visual scripting

 

Since we were low on visual scripters in the team and I was familiar with the role I also acted as blueprint developer and hosted multiple meetings with fellow developers to collaborate on code.  One of the biggest tasks in this role was limb management, I took charge of the player blueprint that handled the movement and abilities that limbs enabled, such as the one legged hopping, the limb throwing and crawling. This role also introduced me to data tables and structures within Unreal Engine, which i became familiar with when creating the inventory system for both equipped limbs and stored limbs. 


 

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