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Project Details

Wingin’ It: Time Flies is an independent stylized 3D adventure game developed in Unreal Engine 5 in collaboration with Otis College of Art and Design x USC Games, bringing together a team of over 40 artists, designers, programmers, and creatives. Originally started as my own class project at Otis, Wingin’ It grew from a solo prototype into a much larger production. I fell in love with the world I was creating and wanted to take it beyond the classroom, bringing together a passionate team to help turn that vision into a full game.

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Game Overview:
A Little Flock. A Big Adventure.
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Wingin’ It: Time Flies follows Phoebe, a little bird exploring a vibrant world filled with lovable characters, whimsical environments, and exciting challenges. Through exploration, platforming, and quests, players help their community, discover new places, and learn how even the smallest actions can make a big difference.

Status: In Development
Game Socials:

My Role
 

As the creator and Creative Director of Wingin’ It, I oversee the game's overall creative vision and work closely with our department leads to bring the project to life.
 

What originally began as my own class prototype has grown into a team of over 40 creatives. My role has evolved from developing the game independently to directing a larger production, coordinating across departments, guiding level design and worldbuilding, and ensuring the game's art, narrative, and gameplay all feel connected.

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Inside the Industry × Wingin’ It
 

Teamfight Tactics (TFT) × Wingin’ It–inspired splash art by Florencia Vasquez, created for Inside the Industry, an event I hosted featuring Nic Sanchez from Riot Games. This was a fun opportunity to bring Wingin’ It into an industry event and celebrate the connection between our creative community and game developers!

Contributions Summary

  • Creative & Art Direction: Establish the visual direction and guide the team's concepts, environments, characters, and props

  • Game Design: Design gameplay mechanics, quests, exploration, and worldbuilding

  • Level Design: Environment layouts, blockouts, traversal, and prop placement

  • Production & Leadership: Recruited and lead a team of 40+ creatives, overseeing development and milestones

  • Collaboration: Work with department leads to maintain a consistent creative vision
     

I developed and programmed the original prototype before transitioning into a creative direction and design role as the team expanded.

Creative Direction & Worldbuilding

One of my biggest goals with Wingin’ It is to create a vibrant, whimsical world that feels alive and full of personality. I work closely with our artists to develop the game's visual identity, from its environments and architecture to its characters and props.
 

As Creative Director, I establish the overall vision, provide art direction and feedback, and help bring everyone's ideas together into one cohesive world.

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World & Environment Development

From concept to in-engine, we're creating a vibrant, interconnected world filled with memorable locations, environmental storytelling, and opportunities for exploration.

Chirp hollow | Our Starting Village

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Blockout in Engine

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Game Preview

Early Block out                               In Engine Progress

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Environment Concepts

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Village Buildings                         Community Spaces

Bringing Wingin’ It to Life

Watching Wingin’ It grow from a small prototype into a collaborative game has been one of the most exciting parts of development!
 

Our team is bringing Phoebe's world to life through character art, 3D environments, animation, gameplay, and plenty of little details that make the world feel special.

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Animation and Movement

Gameplay Systems:
-Collectibles
-Quests
-Travsersal
-And more!

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In Game Examples

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Leading the Flock

What started as my own class project has grown into a team of over 40 talented creatives!
 

As Creative Director, I work closely with our producers and department leads to guide production, review creative work, and keep everyone moving toward the same vision. It's been an incredible experience learning how to lead a team while giving everyone room to bring their own creativity to the game.

Creative Direction in Action​

  • Atmosphere: Peaceful, secluded sanctuary surrounded by lush nature

  • Environment: Flowing trees, dense foliage, ponds, and waterfalls

 

Level Design Summary

  • Layout: Winding stone pathways guiding players through the sanctuary

  • Points of Interest: Ponds, waterfalls, bridges, and a central gazebo

  • Navigation: Natural landmarks and pathways that encourage exploration

  • Environment Composition: Layered foliage, trees, and water features to create depth and discovery

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Creative Direction->Concept->Blockout->Model

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The Adventure Continues!

Wingin’ It is still in active development, and we're continuing to expand the world, refine gameplay, and bring Phoebe's adventure to life!
 

We're also excited to be part of the Otis x USC Games collaboration, giving us the opportunity to share Wingin’ It with fellow student developers, connect with new creatives, and continue growing our little flock.

I'm incredibly proud of what we've created together so far, and I can't wait to see where this adventure takes us next!


Follow Our Adventure!

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